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Comparing deliantra/server/server/player.C (file contents):
Revision 1.73 by root, Wed Dec 27 18:09:49 2006 UTC vs.
Revision 1.268 by root, Wed Apr 7 19:54:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <sounds.h> 29#include <sounds.h>
28#include <living.h> 30#include <living.h>
29#include <object.h> 31#include <object.h>
30#include <spells.h> 32#include <spells.h>
31#include <skills.h> 33#include <skills.h>
32 34
33#include <algorithm> 35#include <algorithm>
34#include <functional> 36#include <functional>
35 37
36player * 38playervec players;
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166 enter_exit (op, 0); 47}
48
49void
50player::activate ()
51{
52 if (active)
53 return;
54
55 players.insert (this);
56 ob->remove ();
57 ob->map = 0;
58 ob->activate_recursive ();
59 CLEAR_FLAG (ob, FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
62
63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
167} 82}
168 83
169// connect the player with a specific client 84// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
171void 86void
172player::connect (client *ns) 87player::connect (client *ns)
173{ 88{
174 this->ns = ns; 89 this->ns = ns;
175 ns->pl = this; 90 ns->pl = this;
176 91
177 next = first_player; 92 run_on = 0;
178 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
179 95
180 ns->update_look = 0; 96 ns->update_look = 0;
181 ns->look_position = 0; 97 ns->look_position = 0;
182 98
183 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
184 102
185 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
188 106
189 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob); 108 link_skills ();
194 109
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 ob->set_speed (ob->speed);
197
198 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209 111
210 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
212 { 114 {
213 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217 116
218 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
221 abil = tmp; 120 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
223 skin = tmp; 122 skin = tmp;
224 123
225 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
226 } 125 }
227 126
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 128
235 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
236 130
237 ob->update_stats (); 131 ob->update_stats ();
132
238 ns->floorbox_update (); 133 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob); 134 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0); 135 esrv_add_spells (this, 0);
242 136
243 enter_exit (ob, 0); 137 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false;
244 141
245 send_rules (ob); 142 ob->update_stats (); // we unapplied stuff above
246 send_news (ob); 143 activate ();
247 display_motd (ob); 144
145 INVOKE_PLAYER (CONNECT, this);
248 INVOKE_PLAYER (LOGIN, this); 146 INVOKE_PLAYER (LOGIN, this);
249} 147}
250 148
251void 149void
252player::disconnect () 150player::disconnect ()
253{ 151{
254 //TODO: don't be so harsh and destroy :) 152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
255 if (ns) 158 if (ns)
256 { 159 {
257 if (enable_save) 160 if (active)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259 162
260 client *ns = this->ns; 163 INVOKE_PLAYER (DISCONNECT, this);
261 ns->send_packet ("goodbye"); 164
262 ns->flush (); 165 ns->reset_stats ();
263 ns->pl = 0; 166 ns->pl = 0;
264 this->ns = 0; 167 ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 } 168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
269} 175}
176
177//-GPL
270 178
271// the need for this function can be explained 179// the need for this function can be explained
272// by load_object not returning the object 180// by load_object not returning the object
273void 181void
274player::set_object (object *op) 182player::set_object (object *op)
275{ 183{
276 ob = op; 184 ob = observe = viewpoint = op;
277 ob->contr = this; /* this aren't yet in archetype */ 185 ob->contr = this; /* this aren't yet in archetype */
278 186
187 ob->speed = 1.0f;
279 ob->speed_left = 0.5; 188 ob->speed_left = 0.5f;
280 ob->speed = 1.0; 189
281 ob->direction = 5; /* So player faces south */ 190 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288} 191}
192
193void
194player::set_observe (object *op)
195{
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198}
199
200void
201player::set_viewpoint (object *op)
202{
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205}
206
207//+GPL
289 208
290player::player () 209player::player ()
291{ 210{
292 /* There are some elements we want initialized to non zero value - 211 /* There are some elements we want initialised to non zero value -
293 * we deal with that below this point. 212 * we deal with that below this point.
294 */ 213 */
295 outputs_sync = 16; /* Every 2 seconds */ 214 outputs_sync = 4;
296 outputs_count = 8; /* Keeps present behaviour */ 215 outputs_count = 4;
297 unapply = unapply_nochoice; 216 unapply = unapply_nochoice;
298 217
299 assign (savebed_map, first_map_path); /* Init. respawn position */ 218 savebed_map = first_map_path; /* Init. respawn position */
300 219
301 gen_sp_armour = 10; 220 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal; 221 bowtype = bow_normal;
305 petmode = pet_normal; 222 petmode = pet_normal;
306 listening = 10;
307 usekeys = containers; 223 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */ 224 peaceful = 1; /* default peaceful */
310 do_los = 1; 225 do_los = 1;
311 226
312 /* we need to clear these to -1 and not zero - otherwise, 227 weapon_sp = 1.0f;
313 * if a player quits and starts a new character, we wont 228 weapon_sp_left = 0.5f;
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325} 229}
326 230
327void 231void
328player::do_destroy () 232player::do_destroy ()
329{ 233{
330 disconnect (); 234 disconnect ();
331 235
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy (); 236 attachable::do_destroy ();
336 237
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob) 238 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy (); 239 ob->destroy ();
361 } 240
241 ob = observe = viewpoint = 0;
362} 242}
363 243
364player::~player () 244player::~player ()
365{ 245{
366 /* Clear item stack */ 246 /* Clear item stack */
367 free (stack_items); 247 free (stack_items);
248}
249
250/*
251 * get_player_archetype() return next player archetype from archetype
252 * list. Not very efficient routine, but used only creating new players.
253 * Note: there MUST be at least one player archetype!
254 */
255static archetype *
256get_player_archetype (archetype *at)
257{
258 // archetypes could have been reloaded
259 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
260
261 if (!nat)
262 return at;
263
264 archvec::iterator i = archetypes.find (nat);
265
266 for (;;)
267 {
268 if (++i == archetypes.end ())
269 i = archetypes.begin ();
270 else if (*i == at)
271 cleanup ("not a single player archetype found");
272
273 if ((*i)->type == PLAYER)
274 return *i;
275 }
368} 276}
369 277
370/* Tries to add player on the connection passed in ns. 278/* Tries to add player on the connection passed in ns.
371 * All we can really get in this is some settings like host and display 279 * All we can really get in this is some settings like host and display
372 * mode. 280 * mode.
374player * 282player *
375player::create () 283player::create ()
376{ 284{
377 player *pl = new player; 285 player *pl = new player;
378 286
379 pl->set_object (arch_to_object (get_player_archetype (0))); 287 pl->set_object (get_player_archetype (0)->instance ());
288
289 pl->ob->roll_stats ();
290 pl->ob->stats.wc = 2;
291 pl->ob->run_away = 25; /* Then we panick... */
292
293 set_first_map (pl->ob);
380 294
381 return pl; 295 return pl;
382}
383
384/*
385 * get_player_archetype() return next player archetype from archetype
386 * list. Not very efficient routine, but used only creating new players.
387 * Note: there MUST be at least one player archetype!
388 */
389archetype *
390get_player_archetype (archetype *at)
391{
392 archetype *start = at;
393
394 for (;;)
395 {
396 if (at == NULL || at->next == NULL)
397 at = first_archetype;
398 else
399 at = at->next;
400
401 if (at->clone.type == PLAYER)
402 return at;
403
404 if (at == start)
405 {
406 LOG (llevError, "No Player archetypes\n");
407 exit (-1);
408 }
409 }
410} 296}
411 297
412object * 298object *
413get_nearest_player (object *mon) 299get_nearest_player (object *mon)
414{ 300{
415 object *op = NULL; 301 object *op = NULL;
416 objectlink *ol; 302 objectlink *ol;
417 unsigned lastdist; 303 unsigned lastdist;
418 rv_vector rv; 304 rv_vector rv;
419 305
420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 306 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
421 { 307 {
422 /* We should not find free objects on this friendly list, but it
423 * does periodically happen. Given that, lets deal with it.
424 * While unlikely, it is possible the next object on the friendly
425 * list is also free, so encapsulate this in a while loop.
426 */
427 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428 {
429 object *tmp = ol->ob;
430
431 /* Can't do much more other than log the fact, because the object
432 * itself will have been cleared.
433 */
434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
435 ol = ol->next;
436 remove_friendly_object (tmp);
437 if (!ol)
438 return op;
439 }
440
441 /* Remove special check for player from this. First, it looks to cause
442 * some crashes (ol->ob->contr not set properly?), but secondly, a more
443 * complicated method of state checking would be needed in any case -
444 * as it was, a clever player could type quit, and the function would
445 * skip them over while waiting for confirmation. Remove
446 * on_same_map check, as can_detect_enemy also does this
447 */
448 if (!can_detect_enemy (mon, ol->ob, &rv)) 308 if (!can_detect_enemy (mon, ol->ob, &rv))
449 continue; 309 continue;
450 310
451 if (lastdist > rv.distance) 311 if (lastdist > rv.distance)
452 { 312 {
528 x = mon->x; 388 x = mon->x;
529 y = mon->y; 389 y = mon->y;
530 m = mon->map; 390 m = mon->map;
531 dir = rv.direction; 391 dir = rv.direction;
532 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
533 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
534 /* If we can't solve it within the search distance, return now. */ 395 /* If we can't solve it within the search distance, return now. */
535 if (diff > max) 396 if (diff > max)
536 return 0; 397 return 0;
398
537 while (diff > 1 && max > 0) 399 while (diff > 1 && max > 0)
538 { 400 {
539 lastx = x; 401 lastx = x;
540 lasty = y; 402 lasty = y;
541 lastmap = m; 403 lastmap = m;
623 max--; 485 max--;
624 lastdir = dir; 486 lastdir = dir;
625 if (!firstdir) 487 if (!firstdir)
626 firstdir = dir; 488 firstdir = dir;
627 } 489 }
490
628 if (diff <= 1) 491 if (diff <= 1)
629 { 492 {
630 /* Recalculate diff (distance) because we may not have actually 493 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance. 494 * headed toward player for entire distance.
632 */ 495 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 496 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
635 } 498 }
499
636 if (diff > max) 500 if (diff > max)
637 return 0; 501 return 0;
638 } 502 }
503
639 /* If we reached the max, didn't find a direction in time */ 504 /* If we reached the max, didn't find a direction in time */
640 if (!max) 505 if (!max)
641 return 0; 506 return 0;
642 507
643 return firstdir; 508 return firstdir;
644} 509}
645 510
646void 511void
647give_initial_items (object *pl, treasurelist * items) 512give_initial_items (object *pl, treasurelist *items)
648{ 513{
649 object *op, *next = NULL;
650
651 if (pl->randomitems != NULL) 514 if (pl->randomitems)
652 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
653 516
654 for (op = pl->inv; op; op = next) 517 for (object *next, *op = pl->inv; op; op = next)
655 { 518 {
656 next = op->below; 519 next = op->below;
657 520
658 /* Forces get applied per default, unless they have the 521 /* Forces get applied per default, unless they have the
659 * flag "neutral" set. Sorry but I can't think of a better way 522 * flag "neutral" set. Sorry but I can't think of a better way
664 /* we never give weapons/armour if these cannot be used 527 /* we never give weapons/armour if these cannot be used
665 * by this player due to race restrictions 528 * by this player due to race restrictions
666 */ 529 */
667 if (pl->type == PLAYER) 530 if (pl->type == PLAYER)
668 { 531 {
669 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 532 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
533 &&
670 (op->type == ARMOUR || op->type == BOOTS || 534 (op->type == ARMOUR || op->type == BOOTS
671 op->type == CLOAK || op->type == HELMET || 535 || op->type == CLOAK || op->type == HELMET
672 op->type == SHIELD || op->type == GLOVES || 536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
673 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 538 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
674 { 539 {
675 op->destroy (); 540 op->destroy ();
676 continue; 541 continue;
677 } 542 }
678 } 543 }
679 544
680 /* This really needs to be better - we should really give 545 /* Here we remove duplicated skills (as duplicated spell objects have
681 * a substitute spellbook. The problem is that we don't really 546 * _very_ confusing effects for players), which could for instance be
682 * have a good idea what to replace it with (need something like 547 * generated by bad treasurelists. - elmex
683 * a first level treasurelist for each skill.)
684 * remove duplicate skills also
685 */ 548 */
686 if (op->type == SPELLBOOK || op->type == SKILL) 549 if (op->type == SKILL)
687 { 550 {
688 object *tmp;
689
690 for (tmp = op->below; tmp; tmp = tmp->below) 551 for (object *tmp = op->below; tmp; tmp = tmp->below)
691 if (tmp->type == op->type && tmp->name == op->name) 552 if (tmp->type == op->type && tmp->name == op->name)
692 break;
693
694 if (tmp)
695 { 553 {
696 op->destroy (); 554 op->destroy ();
555 LOG (llevError,
697 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 556 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
698 continue; 557 break;
699 } 558 }
700 559
701 if (op->nrof > 1) 560 if (op->nrof > 1)
702 op->nrof = 1; 561 op->nrof = 1;
703 } 562 }
704 563
705 if (op->type == SPELLBOOK && op->inv) 564 if (op->type == SPELLBOOK && op->inv)
706 {
707 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 565 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
708 }
709 566
710 /* Give starting characters identified, uncursed, and undamned 567 /* Give starting characters identified, uncursed, and undamned
711 * items. Just don't identify gold or silver, or it won't be 568 * items. Just don't identify gold or silver, or it won't be
712 * merged properly. 569 * merged properly.
713 */ 570 */
714 if (need_identify (op)) 571 if (need_identify (op))
715 { 572 {
716 SET_FLAG (op, FLAG_IDENTIFIED); 573 SET_FLAG (op, FLAG_IDENTIFIED);
717 CLEAR_FLAG (op, FLAG_CURSED); 574 CLEAR_FLAG (op, FLAG_CURSED);
718 CLEAR_FLAG (op, FLAG_DAMNED); 575 CLEAR_FLAG (op, FLAG_DAMNED);
719 } 576 }
577
720 if (op->type == SPELL) 578 if (op->type == SPELL)
721 { 579 {
722 op->destroy (); 580 op->destroy ();
723 continue; 581 continue;
724 } 582 }
726 { 584 {
727 SET_FLAG (op, FLAG_CAN_USE_SKILL); 585 SET_FLAG (op, FLAG_CAN_USE_SKILL);
728 op->stats.exp = 0; 586 op->stats.exp = 0;
729 op->level = 1; 587 op->level = 1;
730 } 588 }
731 /* lock all 'normal items by default */ 589 else /* lock all 'normal items by default */
732 else
733 SET_FLAG (op, FLAG_INV_LOCKED); 590 SET_FLAG (op, FLAG_INV_LOCKED);
734 } /* for loop of objects in player inv */ 591 } /* for loop of objects in player inv */
735 592
736 /* Need to set up the skill pointers */ 593 /* Need to set up the skill pointers */
737 link_player_skills (pl); 594 pl->contr->link_skills ();
738} 595}
739 596
740void 597void
741get_party_password (object *op, partylist *party) 598get_party_password (object *op, partylist *party)
742{ 599{
752 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 609 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
753} 610}
754 611
755/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 612/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
756static int 613static int
757roll_stat (void) 614roll_stat ()
758{ 615{
759 int a[4], i, j, k; 616 int a[4], i, j, k;
760 617
761 for (i = 0; i < 4; i++) 618 for (i = 0; i < 4; i++)
762 a[i] = (int) RANDOM () % 6 + 1; 619 a[i] = (int) rndm (6) + 1;
763 620
764 for (i = 0, j = 0, k = 7; i < 4; i++) 621 for (i = 0, j = 0, k = 7; i < 4; i++)
765 if (a[i] < k) 622 if (a[i] < k)
766 k = a[i], j = i; 623 k = a[i], j = i;
767 624
773} 630}
774 631
775void 632void
776object::roll_stats () 633object::roll_stats ()
777{ 634{
778 int statsort [7]; 635 int statsort [NUM_STATS];
779 636
780 for (;;) 637 for (;;)
781 { 638 {
782 int sum = 0; 639 int sum = 0;
783 for (int i = 7; i--; ) 640 for (int i = NUM_STATS; i--; )
784 sum += statsort [i] = roll_stat (); 641 sum += statsort [i] = roll_stat ();
785 642
786 if (sum >= 82 && sum <= 116) 643 if (sum >= 82 && sum <= 116)
787 break; 644 break;
788 } 645 }
789 646
790 // Sort the stats so that rerolling is easier... 647 // Sort the stats so that rerolling is easier...
791 std::sort (statsort, statsort + 7, std::greater<int>()); 648 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
792 649
650 for (int i = 0; i < NUM_STATS; ++i)
793 stats.Str = statsort[0]; 651 stats.stat (i) = statsort [i];
794 stats.Dex = statsort[1];
795 stats.Con = statsort[2];
796 stats.Int = statsort[3];
797 stats.Wis = statsort[4];
798 stats.Pow = statsort[5];
799 stats.Cha = statsort[6];
800 652
801 stats.exp = 0; 653 stats.exp = 0;
802 stats.ac = 0; 654 stats.ac = 0;
803 655
804 stats.hp = stats.maxhp; 656 stats.hp = stats.maxhp;
816} 668}
817 669
818void 670void
819object::swap_stats (int a, int b) 671object::swap_stats (int a, int b)
820{ 672{
821 int tmp = get_attr_value (&contr->orig_stats, a); 673 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
824 674
675 for (int i = 0; i < NUM_STATS; ++i)
825 stats.Str = contr->orig_stats.Str; 676 stats.stat (i) = contr->orig_stats.stat (i);
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832 677
833 //TODO: the following code looks so borked and should, at the very least, 678 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats 679 // be merged with the similar code in roll_stats
835 stats.ac = 0; 680 stats.ac = 0;
836 681
855static void 700static void
856start_info (object *op) 701start_info (object *op)
857{ 702{
858 char buf[MAX_BUF]; 703 char buf[MAX_BUF];
859 704
860 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 705 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
861 new_draw_info (NDI_UNIQUE, 0, op, buf); 706 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 //new_draw_info (NDI_UNIQUE, 0, op, " ");
864} 707}
865 708
866/* This function takes the key that is passed, and does the 709/* This function takes the key that is passed, and does the
867 * appropriate action with it (change race, or other things). 710 * appropriate action with it (change race, or other things).
868 * The function name is for historical reasons - now we have 711 * The function name is for historical reasons - now we have
869 * separate race and class; this actually changes the RACE, 712 * separate race and class; this actually changes the RACE,
870 * not the class. 713 * not the class.
871 */ 714 */
872int 715void
873key_change_class (object *op, char key) 716player::chargen_race_done ()
874{ 717{
875 int tmp_loop;
876
877 if (key == 'd' || key == 'D')
878 {
879 char buf[MAX_BUF];
880
881 /* this must before then initial items are given */ 718 /* this must before then initial items are given */
882 esrv_new_player (op->contr, op->weight + op->carrying); 719 esrv_new_player (ob->contr);
883 720
884 treasurelist *tl = find_treasurelist ("starting_wealth"); 721 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
885 if (tl) 722 if (tl)
886 create_treasure (tl, op, 0, 0, 0); 723 create_treasure (tl, ob, 0, 0, 0);
887 724
888 INVOKE_PLAYER (BIRTH, op->contr); 725 INVOKE_PLAYER (BIRTH, ob->contr);
889 INVOKE_PLAYER (LOGIN, op->contr); 726 INVOKE_PLAYER (LOGIN, ob->contr);
890 727
891 op->contr->ns->state = ST_PLAYING; 728 ob->contr->ns->state = ST_PLAYING;
892 729
893 if (op->msg) 730 if (ob->msg)
894 op->msg = NULL; 731 ob->msg = 0;
895 732
896 /* We create this now because some of the unique maps will need it
897 * to save here.
898 */
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
900 make_path_to_file (buf);
901
902#ifdef AUTOSAVE
903 op->contr->last_save_tick = pticks;
904#endif
905 start_info (op); 733 start_info (ob);
906 CLEAR_FLAG (op, FLAG_WIZ); 734 CLEAR_FLAG (ob, FLAG_WIZ);
907 give_initial_items (op, op->randomitems); 735 give_initial_items (ob, ob->randomitems);
908 link_player_skills (op);
909 esrv_send_inventory (op, op); 736 esrv_send_inventory (ob, ob);
910 op->update_stats (); 737 ob->update_stats ();
911 738
912 /* This moves the player to a different start map, if there 739 /* This moves the player to a different start map, if there
913 * is one for this race 740 * is one for this race
914 */ 741 */
915 if (*first_map_ext_path) 742 if (*first_map_ext_path)
916 { 743 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
917 object *tmp;
918 char mapname[MAX_BUF];
919
920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
921 tmp = object::create ();
922 EXIT_PATH (tmp) = mapname;
923 EXIT_X (tmp) = op->x;
924 EXIT_Y (tmp) = op->y;
925 enter_exit (op, tmp); /* we don't really care if it succeeded;
926 * if the map isn't there, then stay on the
927 * default initial map */
928 tmp->destroy ();
929 }
930 else 744 else
931 LOG (llevDebug, "first_map_ext_path not set\n"); 745 LOG (llevDebug, "first_map_ext_path not set\n");
746}
932 747
933 return 0; 748void
934 } 749player::chargen_race_next ()
935 750{
936 /* Following actually changes the race - this is the default command 751 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above. 752 * if we don't match with one of the options above.
938 */ 753 */
939 754
940 tmp_loop = 0; 755 do
941 while (!tmp_loop)
942 { 756 {
943 shstr name = op->name; 757 shstr name = ob->name;
944 int x = op->x, y = op->y; 758 int x = ob->x, y = ob->y;
945 759
946 op->remove_statbonus (); 760 ob->remove_statbonus ();
947 op->remove (); 761 ob->remove ();
948 op->arch = get_player_archetype (op->arch); 762 ob->arch = get_player_archetype (ob->arch);
949 op->arch->clone.copy_to (op); 763 ob->arch->copy_to (ob);
950 op->instantiate (); 764 ob->instantiate ();
951 op->stats = op->contr->orig_stats; 765 ob->stats = ob->contr->orig_stats;
952 op->name = op->name_pl = name; 766 ob->name = ob->name_pl = name;
953 op->x = x; 767 ob->x = x;
954 op->y = y; 768 ob->y = y;
955 SET_ANIMATION (op, 2); /* So player faces south */ 769 SET_ANIMATION (ob, 2); /* So player faces south */
956 insert_ob_in_map (op, op->map, op, 0); 770 insert_ob_in_map (ob, ob->map, ob, 0);
957 assign (op->contr->title, op->arch->clone.name); 771 assign (ob->contr->title, ob->arch->object::name);
958 op->add_statbonus (); 772 ob->add_statbonus ();
959 tmp_loop = allowed_class (op);
960 } 773 }
774 while (!allowed_class (ob));
961 775
962 update_object (op, UP_OBJ_FACE); 776 update_object (ob, UP_OBJ_FACE);
963 esrv_update_item (UPD_FACE, op, op); 777 esrv_update_item (UPD_FACE, ob, ob);
964 op->update_stats (); 778 ob->update_stats ();
965 op->stats.hp = op->stats.maxhp; 779 ob->stats.hp = ob->stats.maxhp;
966 op->stats.sp = op->stats.maxsp; 780 ob->stats.sp = ob->stats.maxsp;
967 op->stats.grace = 0; 781 ob->stats.grace = 0;
968
969 if (op->msg)
970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
972 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
973 return 0;
974} 782}
975 783
976int 784static void
977key_confirm_quit (object *op, char key)
978{
979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
981 op->contr->ns->state = ST_PLAYING;
982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
983 return 1;
984 }
985
986 INVOKE_PLAYER (LOGOUT, op->contr);
987 INVOKE_PLAYER (QUIT, op->contr);
988
989 op->contr->enable_save = false;
990
991 terminate_all_pets (op);
992 leave_map (op);
993 op->direction = 0;
994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
995
996 strcpy (op->contr->killer, "quit");
997 check_score (op);
998 op->contr->party = 0;
999 op->contr->own_title[0] = '\0';
1000
1001 object_ptr ob = op;
1002
1003 /* We need to hunt for any per player unique maps in memory and
1004 * get rid of them. The trailing slash in the path is intentional,
1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1006 */
1007 char buf[MAX_BUF];
1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1009
1010 for_all_maps (mp)
1011 if (!strncmp (mp->path, buf, strlen (buf)))
1012 delete_map (mp);
1013
1014 delete_character (ob->name, 1);
1015 ob->contr->destroy ();
1016
1017 return 1;
1018}
1019
1020void
1021flee_player (object *op) 785flee_player (object *op)
1022{ 786{
1023 int dir, diff; 787 int dir, diff;
1024 rv_vector rv; 788 rv_vector rv;
1025 789
1028 LOG (llevDebug, "Fleeing player is dead.\n"); 792 LOG (llevDebug, "Fleeing player is dead.\n");
1029 CLEAR_FLAG (op, FLAG_SCARED); 793 CLEAR_FLAG (op, FLAG_SCARED);
1030 return; 794 return;
1031 } 795 }
1032 796
1033 if (op->enemy == NULL) 797 if (!op->enemy)
1034 { 798 {
1035 LOG (llevDebug, "Fleeing player had no enemy.\n"); 799 LOG (llevDebug, "Fleeing player had no enemy.\n");
1036 CLEAR_FLAG (op, FLAG_SCARED); 800 CLEAR_FLAG (op, FLAG_SCARED);
1037 return; 801 return;
1038 } 802 }
1039 803
1040 /* Seen some crashes here. Since we don't store an
1041 * op->enemy_count, it is possible that something destroys the
1042 * actual enemy, and the object is recycled.
1043 */
1044 if (op->enemy->map == NULL)
1045 {
1046 CLEAR_FLAG (op, FLAG_SCARED);
1047 op->enemy = NULL;
1048 return;
1049 }
1050
1051 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 804 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1052 { 805 {
1053 op->enemy = NULL; 806 op->enemy = NULL;
1054 CLEAR_FLAG (op, FLAG_SCARED); 807 CLEAR_FLAG (op, FLAG_SCARED);
1055 return; 808 return;
1058 get_rangevector (op, op->enemy, &rv, 0); 811 get_rangevector (op, op->enemy, &rv, 0);
1059 812
1060 dir = absdir (4 + rv.direction); 813 dir = absdir (4 + rv.direction);
1061 for (diff = 0; diff < 3; diff++) 814 for (diff = 0; diff < 3; diff++)
1062 { 815 {
1063 int m = 1 - (RANDOM () & 2); 816 int m = 1 - rndm (2) * 2;
1064 817
1065 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 818 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1066 return; 819 return;
1067 } 820 }
1068 821
1069 /* Cornered, get rid of scared */ 822 /* Cornered, get rid of scared */
1070 CLEAR_FLAG (op, FLAG_SCARED); 823 CLEAR_FLAG (op, FLAG_SCARED);
1071 op->enemy = NULL; 824 op->enemy = NULL;
1072} 825}
1073 826
1074
1075/* check_pick sees if there is stuff to be picked up/picks up stuff. 827/* check_pick sees if there is stuff to be picked up/picks up stuff.
1076 * IT returns 1 if the player should keep on moving, 0 if he should 828 * It returns 1 if the player should keep on moving, 0 if he should
1077 * stop. 829 * stop.
1078 */ 830 */
1079int 831int
1080check_pick (object *op) 832check_pick (object *op)
1081{ 833{
1082 object *tmp, *next; 834 object *tmp, *next;
1083 int stop = 0; 835 int stop = 0;
1084 int j, k, wvratio; 836 int wvratio;
1085 char putstring[128], tmpstr[16];
1086 837
1087 /* if you're flying, you cna't pick up anything */ 838 /* if you're flying, you can't pick up anything */
1088 if (op->move_type & MOVE_FLYING) 839 if (op->move_type & MOVE_FLYING)
1089 return 1; 840 return 1;
1090 841
1091 next = op->below; 842 next = op->below;
843
844 int cnt = MAX_ITEM_PER_ACTION;
845#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1092 846
1093 /* loop while there are items on the floor that are not marked as 847 /* loop while there are items on the floor that are not marked as
1094 * destroyed */ 848 * destroyed */
1095 while (next && !next->destroyed ()) 849 while (next && !next->destroyed ())
1096 { 850 {
1097 tmp = next; 851 tmp = next;
1098 next = tmp->below; 852 next = tmp->below;
1099 853
854 if (cnt <= 0)
855 {
856 op->failmsg ("Couldn't pickup all items at once.");
857 return 0;
858 }
859
1100 if (op->destroyed ()) 860 if (op->destroyed ())
1101 return 0; 861 return 0;
1102 862
1103 if (!can_pick (op, tmp)) 863 if (!can_pick (op, tmp))
1104 continue; 864 continue;
1105 865
1106 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 866 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1107 { 867 {
1108 if (item_matched_string (op, tmp, op->contr->search_str)) 868 if (item_matched_string (op, tmp, op->contr->search_str))
1109 pick_up (op, tmp); 869 CHK_PICK_PICKUP;
870
1110 continue; 871 continue;
1111 } 872 }
1112 873
1113 /* high not bit set? We're using the old autopickup model */ 874 /* pickup handling */
875 if (op->contr->mode & PU_DEBUG)
876 {
877 /* some debugging code to figure out item information */
878 const char *str = tmp->name
879 ? format ("item name: %s item type: %d weight/value: %d",
880 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
881 : format ("item name: %s item type: %d weight/value: %d",
882 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
883
884 new_draw_info (NDI_UNIQUE, 0, op, str);
885 }
886
887 if (op->contr->mode & PU_INHIBIT)
888 return 1;
889
890 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
891 return 1;
892
893 /* philosophy:
894 * It's easy to grab an item type from a pile, as long as it's
895 * generic. This takes no game-time. For more detailed pickups
896 * and selections, select-items should be used. This is a
897 * grab-as-you-run type mode that's really useful for arrows for
898 * example.
899 * The drawback: right now it has no frontend, so you need to
900 * stick the bits you want into a calculator in hex mode and then
901 * convert to decimal and then 'pickup <#>
902 */
903
904 /* the first two modes are exclusive: if NOTHING we return, if
905 * STOP then we stop. All the rest are applied sequentially,
906 * meaning if any test passes, the item gets picked up. */
907
908 /* if mode is set to pick nothing up, return */
909 if (op->contr->mode == PU_NOTHING)
910 return 1;
911
912 /* if mode is set to stop when encountering objects, return */
913 /* take STOP before INHIBIT since it doesn't actually pick
914 * anything up */
915 if (op->contr->mode & PU_STOP)
916 return 0;
917
918 /* useful for going into stores and not losing your settings... */
919 /* and for battles wher you don't want to get loaded down while
920 * fighting */
921 if (op->contr->mode & PU_INHIBIT)
922 return 1;
923
924 /* prevent us from turning into auto-thieves :) */
925 if (QUERY_FLAG (tmp, FLAG_UNPAID))
926 continue;
927
928 /* ignore known cursed objects */
929 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
930 continue;
931
932 /* all food and drink if desired */
933 /* question: don't pick up known-poisonous stuff? */
1114 if (!(op->contr->mode & PU_NEWMODE)) 934 if (op->contr->mode & PU_FOOD)
935 if (tmp->type == FOOD)
1115 { 936 {
1116 switch (op->contr->mode) 937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_DRINK)
942 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 if (op->contr->mode & PU_POTION)
949 if (tmp->type == POTION)
950 {
951 CHK_PICK_PICKUP;
952 continue;
953 }
954
955 /* spellbooks, skillscrolls and normal books/scrolls */
956 if (op->contr->mode & PU_SPELLBOOK)
957 if (tmp->type == SPELLBOOK)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_SKILLSCROLL)
964 if (tmp->type == SKILLSCROLL)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 if (op->contr->mode & PU_READABLES)
971 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
972 {
973 CHK_PICK_PICKUP;
974 continue;
975 }
976
977 /* wands/staves/rods/horns */
978 if (op->contr->mode & PU_MAGIC_DEVICE)
979 if (tmp->type == WAND
980 || tmp->type == ROD
981 || tmp->type == HORN
982 || tmp->type == POWER_CRYSTAL)
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 /* pick up all magical items */
989 if (op->contr->mode & PU_MAGICAL)
990 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
991 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
992 {
993 CHK_PICK_PICKUP;
994 continue;
995 }
996
997 if (op->contr->mode & PU_VALUABLES)
998 {
999 if (tmp->type == MONEY || tmp->type == GEM)
1117 { 1000 {
1118 case 0: 1001 CHK_PICK_PICKUP;
1119 return 1; /* don't pick up */ 1002 continue;
1120 case 1:
1121 pick_up (op, tmp);
1122 return 1;
1123 case 2:
1124 pick_up (op, tmp);
1125 return 0;
1126 case 3:
1127 return 0; /* stop before pickup */
1128 case 4:
1129 pick_up (op, tmp);
1130 break;
1131 case 5:
1132 pick_up (op, tmp);
1133 stop = 1;
1134 break;
1135 case 6:
1136 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1137 pick_up (op, tmp);
1138 break;
1139
1140 case 7:
1141 if (tmp->type == MONEY || tmp->type == GEM)
1142 pick_up (op, tmp);
1143 break;
1144
1145 default:
1146 /* use value density */
1147 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1148 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1149 pick_up (op, tmp);
1150 } 1003 }
1151 } 1004 }
1152 else 1005
1153 { /* old model */ 1006 /* rings & amulets - talismans seems to be typed AMULET */
1154 /* NEW pickup handling */
1155 if (op->contr->mode & PU_DEBUG) 1007 if (op->contr->mode & PU_JEWELS)
1008 if (tmp->type == RING
1009 || tmp->type == AMULET
1010 || tmp->type == GIRDLE
1011 || tmp->type == SKILL_TOOL)
1156 { 1012 {
1157 /* some debugging code to figure out item information */ 1013 CHK_PICK_PICKUP;
1158 if (tmp->name != NULL)
1159 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1160 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1161 else
1162 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1163 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1164
1165 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1166 }
1167
1168 /* philosophy:
1169 * It's easy to grab an item type from a pile, as long as it's
1170 * generic. This takes no game-time. For more detailed pickups
1171 * and selections, select-items should be used. This is a
1172 * grab-as-you-run type mode that's really useful for arrows for
1173 * example.
1174 * The drawback: right now it has no frontend, so you need to
1175 * stick the bits you want into a calculator in hex mode and then
1176 * convert to decimal and then 'pickup <#>
1177 */
1178
1179 /* the first two modes are exclusive: if NOTHING we return, if
1180 * STOP then we stop. All the rest are applied sequentially,
1181 * meaning if any test passes, the item gets picked up. */
1182
1183 /* if mode is set to pick nothing up, return */
1184
1185 if (op->contr->mode & PU_NOTHING)
1186 return 1;
1187
1188 /* if mode is set to stop when encountering objects, return */
1189 /* take STOP before INHIBIT since it doesn't actually pick
1190 * anything up */
1191
1192 if (op->contr->mode & PU_STOP)
1193 return 0;
1194
1195 /* useful for going into stores and not losing your settings... */
1196 /* and for battles wher you don't want to get loaded down while
1197 * fighting */
1198 if (op->contr->mode & PU_INHIBIT)
1199 return 1;
1200
1201 /* prevent us from turning into auto-thieves :) */
1202 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1203 continue; 1014 continue;
1015 }
1204 1016
1205 /* ignore known cursed objects */ 1017 /* we don't forget dragon food */
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1018 if (op->contr->mode & PU_FLESH)
1019 if (tmp->type == FLESH)
1020 {
1021 CHK_PICK_PICKUP;
1207 continue; 1022 continue;
1023 }
1208 1024
1209 /* all food and drink if desired */ 1025 /* bows and arrows. Bows are good for selling! */
1210 /* question: don't pick up known-poisonous stuff? */ 1026 if (op->contr->mode & PU_BOW)
1027 if (tmp->type == BOW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 if (op->contr->mode & PU_ARROW)
1034 if (tmp->type == ARROW)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* all kinds of armor etc. */
1041 if (op->contr->mode & PU_ARMOUR)
1042 if (tmp->type == ARMOUR)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_HELMET)
1049 if (tmp->type == HELMET)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_SHIELD)
1056 if (tmp->type == SHIELD)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1211 if (op->contr->mode & PU_FOOD) 1062 if (op->contr->mode & PU_BOOTS)
1212 if (tmp->type == FOOD) 1063 if (tmp->type == BOOTS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_GLOVES)
1070 if (tmp->type == GLOVES || tmp->type == BRACERS)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 if (op->contr->mode & PU_CLOAK)
1077 if (tmp->type == CLOAK)
1078 {
1079 CHK_PICK_PICKUP;
1080 continue;
1081 }
1082
1083 /* hoping to catch throwing daggers here */
1084 if (op->contr->mode & PU_MISSILEWEAPON)
1085 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 /* careful: chairs and tables are weapons! */
1092 if (op->contr->mode & PU_ALLWEAPON)
1093 {
1094 if (tmp->type == WEAPON)
1095 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1213 { 1096 {
1214 pick_up (op, tmp); 1097 CHK_PICK_PICKUP;
1215 continue; 1098 continue;
1216 } 1099 }
1100 }
1217 1101
1102 /* misc stuff that's useful */
1218 if (op->contr->mode & PU_DRINK) 1103 if (op->contr->mode & PU_KEY)
1219 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1104 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1220 { 1105 {
1221 pick_up (op, tmp); 1106 CHK_PICK_PICKUP;
1222 continue; 1107 continue;
1223 } 1108 }
1224 1109
1110 /* any of the last 4 bits set means we use the ratio for value
1111 * pickups */
1225 if (op->contr->mode & PU_POTION) 1112 if (op->contr->mode & PU_RATIO)
1226 if (tmp->type == POTION) 1113 {
1114 /* use value density to decide what else to grab */
1115 /* >=7 was >= op->contr->mode */
1116 /* >=7 is the old standard setting. Now we take the last 4 bits
1227 { 1117 */
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* spellbooks, skillscrolls and normal books/scrolls */
1233 if (op->contr->mode & PU_SPELLBOOK)
1234 if (tmp->type == SPELLBOOK)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 if (op->contr->mode & PU_SKILLSCROLL)
1241 if (tmp->type == SKILLSCROLL)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_READABLES)
1248 if (tmp->type == BOOK || tmp->type == SCROLL)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* wands/staves/rods/horns */
1255 if (op->contr->mode & PU_MAGIC_DEVICE)
1256 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* pick up all magical items */
1263 if (op->contr->mode & PU_MAGICAL) 1118 wvratio = op->contr->mode & PU_RATIO;
1264 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1119 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_VALUABLES)
1271 { 1120 {
1272 if (tmp->type == MONEY || tmp->type == GEM) 1121#if 0
1122 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1123 if (tmp->name != NULL)
1273 { 1124 {
1274 pick_up (op, tmp); 1125 fprintf (stderr, "%s", tmp->name);
1275 continue;
1276 } 1126 }
1277 }
1278
1279 /* rings & amulets - talismans seems to be typed AMULET */
1280 if (op->contr->mode & PU_JEWELS)
1281 if (tmp->type == RING || tmp->type == AMULET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* we don't forget dragon food */
1288 if (op->contr->mode & PU_FLESH)
1289 if (tmp->type == FLESH)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* bows and arrows. Bows are good for selling! */
1296 if (op->contr->mode & PU_BOW)
1297 if (tmp->type == BOW)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_ARROW)
1304 if (tmp->type == ARROW)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* all kinds of armor etc. */
1311 if (op->contr->mode & PU_ARMOUR)
1312 if (tmp->type == ARMOUR)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 if (op->contr->mode & PU_HELMET)
1319 if (tmp->type == HELMET)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_SHIELD)
1326 if (tmp->type == SHIELD)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_BOOTS)
1333 if (tmp->type == BOOTS)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 if (op->contr->mode & PU_GLOVES)
1340 if (tmp->type == GLOVES)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 if (op->contr->mode & PU_CLOAK)
1347 if (tmp->type == CLOAK)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* hoping to catch throwing daggers here */
1354 if (op->contr->mode & PU_MISSILEWEAPON)
1355 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360
1361 /* careful: chairs and tables are weapons! */
1362 if (op->contr->mode & PU_ALLWEAPON)
1363 {
1364 if (tmp->type == WEAPON && tmp->name != NULL)
1365 {
1366 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1367 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1368 {
1369 pick_up (op, tmp);
1370 continue;
1371 }
1372 }
1373
1374 if (tmp->type == WEAPON && tmp->name == NULL)
1375 {
1376 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1377 {
1378 pick_up (op, tmp);
1379 continue;
1380 }
1381 }
1382 }
1383
1384 /* misc stuff that's useful */
1385 if (op->contr->mode & PU_KEY)
1386 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1387 {
1388 pick_up (op, tmp);
1389 continue;
1390 }
1391
1392 /* any of the last 4 bits set means we use the ratio for value
1393 * pickups */
1394 if (op->contr->mode & PU_RATIO)
1395 {
1396 /* use value density to decide what else to grab */
1397 /* >=7 was >= op->contr->mode */
1398 /* >=7 is the old standard setting. Now we take the last 4 bits
1399 * and multiply them by 5, giving 0..15*5== 5..75 */
1400 wvratio = (op->contr->mode & PU_RATIO) * 5;
1401 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1402 {
1403 pick_up (op, tmp);
1404#if 0
1405 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1406 if (tmp->name != NULL)
1407 {
1408 fprintf (stderr, "%s", tmp->name);
1409 }
1410 else 1127 else
1411 fprintf (stderr, "%s", tmp->arch->name); 1128 fprintf (stderr, "%s", tmp->arch->archname);
1412 fprintf (stderr, ",%d] = ", tmp->type); 1129 fprintf (stderr, ",%d] = ", tmp->type);
1413 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1130 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1414#endif 1131#endif
1132 CHK_PICK_PICKUP;
1415 continue; 1133 continue;
1416 }
1417 } 1134 }
1418 } /* the new pickup model */ 1135 } /* the new pickup model */
1419 } 1136 }
1420 1137
1421 return !stop; 1138 return !stop;
1139}
1140
1141/* routine for both players and monsters. We call this when
1142 * there is a possibility for our action distrubing our hiding
1143 * place or invisiblity spell. Artefact invisiblity causes
1144 * "noise" instead. If we arent invisible to begin with, we
1145 * return 0.
1146 */
1147static int
1148action_makes_visible (object *op)
1149{
1150 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1151 {
1152 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1153 {
1154 // artefact invisibility is permanent, but we still make noise
1155 // this is important for game-balance.
1156 if (op->contr)
1157 op->make_noise ();
1158
1159 return 0;
1160 }
1161
1162 if (op->contr && op->contr->tmp_invis == 0)
1163 return 0;
1164
1165 /* If monsters, they should become visible */
1166 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1167 {
1168 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1169 return 1;
1170 }
1171 }
1172
1173 return 0;
1422} 1174}
1423 1175
1424/* 1176/*
1425 * Find an arrow in the inventory and after that 1177 * Find an arrow in the inventory and after that
1426 * in the right type container (quiver). Pointer to the 1178 * in the right type container (quiver). Pointer to the
1427 * found object is returned. 1179 * found object is returned.
1428 */ 1180 */
1429object * 1181static object *
1430find_arrow (object *op, const char *type) 1182find_arrow (object *op, const char *type)
1431{ 1183{
1432 object *tmp = NULL;
1433
1434 for (op = op->inv; op; op = op->below) 1184 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1435 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1436 tmp = find_arrow (op, type);
1437 else if (op->type == ARROW && op->race == type) 1185 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1186 return splay (tmp);
1187
1188 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1189 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1190 if (object *arrow = find_arrow (tmp, type))
1191 {
1192 splay (tmp);
1438 return op; 1193 return arrow;
1194 }
1195
1439 return tmp; 1196 return 0;
1440} 1197}
1441 1198
1442/* 1199/*
1443 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1200 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1444 * against the target. A full test is not performed, simply a basic test 1201 * against the target. A full test is not performed, simply a basic test
1445 * of resistances. The archer is making a quick guess at what he sees down 1202 * of resistances. The archer is making a quick guess at what he sees down
1446 * the hall. Failing that it does it's best to pick the highest plus arrow. 1203 * the hall. Failing that it does it's best to pick the highest plus arrow.
1447 */ 1204 */
1448 1205static object *
1449object *
1450find_better_arrow (object *op, object *target, const char *type, int *better) 1206find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1451{ 1207{
1452 object *tmp = NULL, *arrow, *ntmp; 1208 object *tmp = NULL, *arrow, *ntmp;
1453 int attacknum, attacktype, betterby = 0, i; 1209 int attacknum, attacktype, betterby = 0, i;
1454 1210
1455 if (!type) 1211 if (!type)
1459 { 1215 {
1460 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1216 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1461 { 1217 {
1462 i = 0; 1218 i = 0;
1463 ntmp = find_better_arrow (arrow, target, type, &i); 1219 ntmp = find_better_arrow (arrow, target, type, &i);
1220
1464 if (i > betterby) 1221 if (i > betterby)
1465 { 1222 {
1466 tmp = ntmp; 1223 tmp = ntmp;
1467 betterby = i; 1224 betterby = i;
1468 } 1225 }
1469 } 1226 }
1470 else if (arrow->type == ARROW && arrow->race == type) 1227 else if (arrow->type == ARROW && arrow->race == type)
1471 { 1228 {
1472 /* allways prefer assasination/slaying */ 1229 /* allways prefer assasination/slaying */
1473 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1230 if (target->race && arrow->slaying.contains (target->race))
1474 { 1231 {
1475 if (arrow->attacktype & AT_DEATH) 1232 if (arrow->attacktype & AT_DEATH)
1476 { 1233 {
1477 *better = 100; 1234 *better = 100;
1478 return arrow; 1235 return arrow;
1486 else 1243 else
1487 { 1244 {
1488 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1245 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1489 { 1246 {
1490 attacktype = 1 << attacknum; 1247 attacktype = 1 << attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1248 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1249 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1493 { 1250 {
1494 tmp = arrow; 1251 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1252 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1496 } 1253 }
1497 } 1254 }
1255
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1256 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1499 { 1257 {
1500 tmp = arrow; 1258 tmp = arrow;
1501 betterby = 2 + arrow->magic + arrow->stats.dam; 1259 betterby = 2 + arrow->magic + arrow->stats.dam;
1502 } 1260 }
1261
1503 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1262 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1504 { 1263 {
1505 tmp = arrow; 1264 tmp = arrow;
1506 betterby = 1 + arrow->magic + arrow->stats.dam; 1265 betterby = 1 + arrow->magic + arrow->stats.dam;
1507 } 1266 }
1508 } 1267 }
1509 } 1268 }
1510 } 1269 }
1270
1511 if (tmp == NULL && arrow == NULL) 1271 if (tmp == NULL && arrow == NULL)
1512 return find_arrow (op, type); 1272 return find_arrow (op, type);
1513 1273
1514 *better = betterby; 1274 *better = betterby;
1515 return tmp; 1275 return tmp;
1519 * find_better_arrow to find a decent arrow to use. 1279 * find_better_arrow to find a decent arrow to use.
1520 * op = the shooter 1280 * op = the shooter
1521 * type = bow->race 1281 * type = bow->race
1522 * dir = fire direction 1282 * dir = fire direction
1523 */ 1283 */
1524 1284static object *
1525object *
1526pick_arrow_target (object *op, const char *type, int dir) 1285pick_arrow_target (object *op, shstr_cmp type, int dir)
1527{ 1286{
1528 object *tmp = NULL; 1287 object *tmp = NULL;
1529 maptile *m; 1288 maptile *m;
1530 int i, mflags, found, number; 1289 int i, mflags, found, number;
1531 sint16 x, y; 1290 sint16 x, y;
1546 for (i = 0, found = 0; i < 20; i++) 1305 for (i = 0, found = 0; i < 20; i++)
1547 { 1306 {
1548 x += freearr_x[dir]; 1307 x += freearr_x[dir];
1549 y += freearr_y[dir]; 1308 y += freearr_y[dir];
1550 mflags = get_map_flags (m, &m, x, y, &x, &y); 1309 mflags = get_map_flags (m, &m, x, y, &x, &y);
1310
1551 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1311 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1552 { 1312 {
1553 tmp = NULL; 1313 tmp = 0;
1554 break; 1314 break;
1555 } 1315 }
1556 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1316 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1557 { 1317 {
1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1318 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1559 * perhaps a bad assumption. 1319 * perhaps a bad assumption.
1560 */ 1320 */
1561 tmp = NULL; 1321 tmp = 0;
1562 break; 1322 break;
1563 } 1323 }
1324
1564 if (mflags & P_IS_ALIVE) 1325 if (mflags & P_IS_ALIVE)
1565 {
1566 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1326 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1567 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1327 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1568 {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break; 1328 break;
1574 }
1575 } 1329 }
1576 if (tmp == NULL) 1330
1331 if (!tmp)
1577 return find_arrow (op, type); 1332 return find_arrow (op, type);
1578 1333
1579 if (tmp->head) 1334 if (tmp->head)
1580 tmp = tmp->head; 1335 tmp = tmp->head;
1581 1336
1594 */ 1349 */
1595int 1350int
1596fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1351fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597{ 1352{
1598 object *left, *bow; 1353 object *left, *bow;
1599 int bowspeed, mflags; 1354 int mflags;
1600 maptile *m; 1355 maptile *m;
1601 1356
1602 if (!dir) 1357 if (!dir)
1603 { 1358 {
1604 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1360 return 0;
1606 } 1361 }
1607 1362
1608 if (op->type == PLAYER) 1363 if (op->contr)
1609 bow = op->contr->ranges[range_bow]; 1364 bow = op->current_weapon;
1610 else 1365 else
1611 { 1366 {
1612 for (bow = op->inv; bow; bow = bow->below) 1367 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1368 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1369 * don't need to switch back and forth between bows and weapons.
1619 if (!bow) 1374 if (!bow)
1620 { 1375 {
1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1376 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1622 return 0; 1377 return 0;
1623 } 1378 }
1379
1380 // optimisation: move object to top so we will find it quickly again
1381 splay (bow);
1624 } 1382 }
1625 1383
1626 if (!bow->race || !bow->skill) 1384 if (!bow->race || !bow->skill)
1627 { 1385 {
1628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1629 return 0; 1387 return 0;
1630 } 1388 }
1631
1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1633
1634 /* penalize ROF for bestarrow */
1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1638 if (bowspeed < 1)
1639 bowspeed = 1;
1640 1389
1641 if (arrow == NULL) 1390 if (arrow == NULL)
1642 { 1391 {
1643 if ((arrow = find_arrow (op, bow->race)) == NULL) 1392 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 { 1393 {
1645 if (op->type == PLAYER) 1394 if (op->type == PLAYER)
1646 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1395 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1647 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1396 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1648 else 1397 else
1649 CLEAR_FLAG (op, FLAG_READY_BOW); 1398 CLEAR_FLAG (op, FLAG_READY_BOW);
1399
1650 return 0; 1400 return 0;
1651 } 1401 }
1652 } 1402 }
1653 1403
1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1404 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1662 } 1412 }
1663 1413
1664 /* this should not happen, but sometimes does */ 1414 /* this should not happen, but sometimes does */
1665 if (arrow->nrof == 0) 1415 if (arrow->nrof == 0)
1666 { 1416 {
1417 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1667 arrow->destroy (); 1418 arrow->destroy ();
1668 return 0; 1419 return 0;
1669 } 1420 }
1670 1421
1671 left = arrow; /* these are arrows left to the player */ 1422 left = arrow; /* these are arrows left to the player */
1672 arrow = get_split_ob (arrow, 1); 1423 arrow = arrow->split ();
1673 if (!arrow) 1424 if (!arrow)
1674 { 1425 {
1675 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1426 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1676 return 0; 1427 return 0;
1677 } 1428 }
1678 1429
1679 arrow->set_owner (op); 1430 arrow->set_owner (op);
1680 arrow->skill = bow->skill; 1431 arrow->skill = bow->skill;
1681 arrow->direction = dir; 1432 arrow->direction = dir;
1682 1433
1434 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1435 arrow->stats.hp = arrow->stats.dam;
1436 arrow->stats.grace = arrow->attacktype;
1437 arrow->custom_name = arrow->slaying;
1438
1439#if 0
1440 if (player *pl = op->contr)
1441 {
1442 float speed = pl->weapon_sp;
1443
1444 /* penalize ROF for bestarrow */
1445 if (pl->bowtype == bow_bestarrow)
1446 speed *= .9f;
1447 else
1448 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1449
1450 op->speed_left += speed - op->speed;
1451 }
1452#endif
1453
1454 SET_ANIMATION (arrow, arrow->direction);
1455
1456 /* update the speed */
1457 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1458 + bow->stats.dam / 7.f;
1459
1460 arrow->set_speed (max (arrow->speed, 2.f));
1461 arrow->speed_left = 0;
1462
1463 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1464
1683 if (op->type == PLAYER) 1465 if (op->type == PLAYER)
1684 { 1466 {
1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1686 op->update_stats ();
1687 }
1688
1689 SET_ANIMATION (arrow, arrow->direction);
1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1691 arrow->stats.hp = arrow->stats.dam;
1692 arrow->stats.grace = arrow->attacktype;
1693 if (arrow->slaying != NULL)
1694 arrow->spellarg = strdup (arrow->slaying);
1695
1696 /* Note that this was different for monsters - they got their level
1697 * added to the damage. I think the strength bonus is more proper.
1698 */
1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1702 /* update the speed */
1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1704 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1705
1706 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed_left = 0;
1708
1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714
1715 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1467 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1468 wc -= dex_bonus[op->stats.Dex];
1469
1470 if (!arrow->slaying)
1471 arrow->slaying = op->slaying;
1472
1473 arrow->attacktype |= op->attacktype;
1716 } 1474 }
1717 else 1475 else
1718 { 1476 {
1719 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->level = op->level; 1477 arrow->level = op->level;
1721 } 1478 arrow->stats.wc -= bow->magic;
1722 1479
1723 if (arrow->attacktype == AT_PHYSICAL) 1480 if (!arrow->slaying)
1481 arrow->slaying = bow->slaying;
1482
1724 arrow->attacktype |= bow->attacktype; 1483 arrow->attacktype |= bow->attacktype;
1484 }
1725 1485
1726 if (bow->slaying) 1486 wc -= arrow->level;
1727 arrow->slaying = bow->slaying; 1487 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1728 1488
1489 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1729 arrow->move_type = MOVE_FLY_LOW; 1490 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1491 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1492
1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1493 op->play_sound (sound_find ("fire_arrow"));
1733 m->insert (arrow, sx, sy, op); 1494 m->insert (arrow, sx, sy, op);
1734 1495
1735 if (!arrow->destroyed ()) 1496 if (!arrow->destroyed ())
1736 move_arrow (arrow); 1497 move_arrow (arrow);
1737
1738 if (op->type == PLAYER)
1739 {
1740 if (left->destroyed ())
1741 esrv_del_item (op->contr, left->count);
1742 else
1743 esrv_send_item (op, left);
1744 }
1745 1498
1746 return 1; 1499 return 1;
1747} 1500}
1748 1501
1749/* Special fire code for players - this takes into 1502/* Special fire code for players - this takes into
1751 * but monsters can't. Putting that code here 1504 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1505 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1506 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1507 * hence the function name.
1755 */ 1508 */
1756int 1509static int
1757player_fire_bow (object *op, int dir) 1510player_fire_bow (object *op, int dir)
1758{ 1511{
1759 int ret = 0, wcmod = 0; 1512 int ret;
1760 1513
1761 if (op->contr->bowtype == bow_bestarrow) 1514 if (op->contr->bowtype == bow_bestarrow)
1762 { 1515 {
1763 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1516 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1764 } 1517 }
1765 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1518 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1766 { 1519 {
1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1520 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1768 wcmod = -1;
1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1521 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1770 } 1522 }
1771 else if (op->contr->bowtype == bow_threewide) 1523 else if (op->contr->bowtype == bow_threewide)
1772 { 1524 {
1773 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1526 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1775 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1527 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1776 } 1528 }
1777 else if (op->contr->bowtype == bow_spreadshot) 1529 else if (op->contr->bowtype == bow_spreadshot)
1778 { 1530 {
1779 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1531 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1532 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1781 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1533 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1782
1783 } 1534 }
1784 else 1535 else
1785 { 1536 {
1786 /* Simple case */ 1537 /* Simple case */
1787 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1538 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1788 } 1539 }
1540
1789 return ret; 1541 return ret;
1790} 1542}
1791
1792 1543
1793/* Fires a misc (wand/rod/horn) object in 'dir'. 1544/* Fires a misc (wand/rod/horn) object in 'dir'.
1794 * Broken apart from 'fire' to keep it more readable. 1545 * Broken apart from 'fire' to keep it more readable.
1795 */ 1546 */
1796void 1547static void
1797fire_misc_object (object *op, int dir) 1548fire_misc_object (object *op, int dir)
1798{ 1549{
1799 object *item; 1550 object *item = op->contr->ranged_ob;
1800 1551
1801 if (!op->contr->ranges[range_misc]) 1552 if (!item)
1802 { 1553 {
1803 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1804 return; 1555 return;
1805 } 1556 }
1806 1557
1807 item = op->contr->ranges[range_misc];
1808 if (!item->inv) 1558 if (!item->inv)
1809 { 1559 {
1810 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1560 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1811 return; 1561 return;
1812 } 1562 }
1563
1564 if (!op->apply (item))
1565 return;
1566
1813 if (item->type == WAND) 1567 if (item->type == WAND)
1814 { 1568 {
1815 if (item->stats.food <= 0) 1569 if (item->stats.food <= 0)
1816 { 1570 {
1817 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1571 op->contr->play_sound (sound_find ("wand_poof"));
1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1573
1819 return; 1574 return;
1820 } 1575 }
1821 } 1576 }
1822 else if (item->type == ROD || item->type == HORN) 1577 else if (item->type == ROD || item->type == HORN)
1823 { 1578 {
1824 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1579 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1580
1581 // using the maximum of the rods charge allows at least one spell cast
1582 // for a rod or horn, this fixes some broken rods.
1583 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1825 { 1584 {
1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1585 op->contr->play_sound (sound_find ("wand_poof"));
1586
1827 if (item->type == ROD) 1587 if (item->type == ROD)
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1829 else 1589 else
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1591
1831 return; 1592 return;
1832 } 1593 }
1833 } 1594 }
1834 1595
1835 if (cast_spell (op, item, dir, item->inv, NULL)) 1596 if (cast_spell (op, item, dir, item->inv, NULL))
1836 { 1597 {
1837 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1598 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1599
1838 if (item->type == WAND) 1600 if (item->type == WAND)
1839 { 1601 {
1840 if (!(--item->stats.food)) 1602 if (!(--item->stats.food))
1841 { 1603 {
1842 object *tmp; 1604 object *tmp;
1843 1605
1844 if (item->arch) 1606 if (item->arch)
1845 { 1607 {
1846 CLEAR_FLAG (item, FLAG_ANIMATE); 1608 CLEAR_FLAG (item, FLAG_ANIMATE);
1847 item->face = item->arch->clone.face; 1609 item->face = item->arch->face;
1848 item->set_speed (0); 1610 item->set_speed (0);
1849 } 1611 }
1850 1612
1851 if ((tmp = item->in_player ())) 1613 if (object *pl = item->visible_to ())
1852 esrv_update_item (UPD_ANIM, tmp, item); 1614 esrv_update_item (UPD_ANIM, pl, item);
1853 } 1615 }
1854 } 1616 }
1855 else if (item->type == ROD || item->type == HORN) 1617 else if (item->type == ROD || item->type == HORN)
1856 drain_rod_charge (item); 1618 drain_rod_charge (item);
1857 } 1619 }
1858} 1620}
1859 1621
1860/* Received a fire command for the player - go and do it. 1622/* Received a fire command for the player - go and do it.
1861 */ 1623 */
1862void 1624bool
1863fire (object *op, int dir) 1625fire (object *who, int dir)
1864{ 1626{
1865 int spellcost = 0; 1627 int spellcost = 0;
1866 1628
1629 player *pl = who->contr;
1630
1631 if (pl->golem)
1632 {
1633 control_golem (who->contr->golem, dir);
1634 return false;
1635 }
1636
1637 object *ob = pl->ranged_ob;
1638
1639 if (!ob)
1640 return false;
1641
1642 if (who->speed_left > 0.f)
1643 --who->speed_left;
1644 else
1645 return false;
1646
1647 if (!who->apply (ob))
1648 return false;
1649
1867 /* check for loss of invisiblity/hide */ 1650 /* check for loss of invisiblity/hide */
1868 if (action_makes_visible (op)) 1651 if (action_makes_visible (who))
1869 make_visible (op); 1652 make_visible (who);
1870 1653
1871 switch (op->contr->shoottype) 1654 switch (ob->type)
1872 { 1655 {
1873 case range_none: 1656 case BOW:
1874 return;
1875
1876 case range_bow:
1877 player_fire_bow (op, dir); 1657 player_fire_bow (who, dir);
1878 return; 1658 break;
1879 1659
1880 case range_magic: /* Casting spells */ 1660 case SPELL:
1881 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1661 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1882 return; 1662 break;
1883 1663
1884 case range_misc: 1664 case BUILDER:
1885 fire_misc_object (op, dir);
1886 return;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir); 1665 apply_map_builder (who, dir);
1909 return; 1666 break;
1667
1668 case SKILL:
1669 do_skill (who, who, ob, dir, 0);
1670 break;
1671
1672 case RANGED:
1673 do_skill (who, ob, who->chosen_skill, dir, 0);
1674 break;
1675
1910 default: 1676 default:
1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1677 fire_misc_object (who, dir);
1912 return; 1678 break;
1913 } 1679 }
1914}
1915 1680
1681 return true;
1682}
1916 1683
1917 1684static object *
1918/* find_key
1919 * We try to find a key for the door as passed. If we find a key
1920 * and successfully use it, we return the key, otherwise NULL
1921 * This function merges both normal and locked door, since the logic
1922 * for both is the same - just the specific key is different.
1923 * pl is the player,
1924 * inv is the objects inventory to searched
1925 * door is the door we are trying to match against.
1926 * This function can be called recursively to search containers.
1927 */
1928
1929object *
1930find_key (object *pl, object *container, object *door) 1685find_key_ (object *pl, object *container, object *door)
1931{ 1686{
1932 object *tmp, *key; 1687 object *tmp, *key;
1933 1688
1934 /* Should not happen, but sanity checking is never bad */ 1689 /* Should not happen, but sanity checking is never bad */
1935 if (container->inv == NULL) 1690 if (!container->inv)
1936 return NULL; 1691 return 0;
1937 1692
1938 /* First, lets try to find a key in the top level inventory */ 1693 /* First, lets try to find a key in the top level inventory */
1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1694 for (tmp = container->inv; tmp; tmp = tmp->below)
1940 { 1695 {
1941 if (door->type == DOOR && tmp->type == KEY) 1696 if (door->type == DOOR && tmp->type == KEY)
1942 break; 1697 break;
1698
1943 /* For sanity, we should really check door type, but other stuff 1699 /* For sanity, we should really check door type, but other stuff
1944 * (like containers) can be locked with special keys 1700 * (like containers) can be locked with special keys
1945 */ 1701 */
1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1702 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1947 break; 1703 break;
1948 } 1704 }
1705
1949 /* No key found - lets search inventories now */ 1706 /* No key found - lets search inventories now */
1950 /* If we find and use a key in an inventory, return at that time. 1707 /* If we find and use a key in an inventory, return at that time.
1951 * otherwise, if we search all the inventories and still don't find 1708 * otherwise, if we search all the inventories and still don't find
1952 * a key, return 1709 * a key, return
1953 */ 1710 */
1954 if (!tmp) 1711 if (!tmp)
1955 { 1712 {
1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1713 for (tmp = container->inv; tmp; tmp = tmp->below)
1957 {
1958 /* No reason to search empty containers */ 1714 /* No reason to search empty containers */
1959 if (tmp->type == CONTAINER && tmp->inv) 1715 if (tmp->type == CONTAINER && tmp->inv)
1960 {
1961 if ((key = find_key (pl, tmp, door)) != NULL) 1716 if ((key = find_key_ (pl, tmp, door)))
1962 return key; 1717 return key;
1963 } 1718
1964 }
1965 if (!tmp) 1719 if (!tmp)
1966 return NULL; 1720 return 0;
1967 } 1721 }
1722
1968 /* We get down here if we have found a key. Now if its in a container, 1723 /* We get down here if we have found a key. Now if its in a container,
1969 * see if we actually want to use it 1724 * see if we actually want to use it
1970 */ 1725 */
1971 if (pl != container) 1726 if (pl != container)
1972 { 1727 {
1973 /* Only let players use keys in containers */ 1728 /* Only let players use keys in containers */
1974 if (!pl->contr) 1729 if (!pl->contr)
1975 return NULL; 1730 return 0;
1731
1976 /* cases where this fails: 1732 /* cases where this fails:
1977 * If we only search the player inventory, return now since we 1733 * If we only search the player inventory, return now since we
1978 * are not in the players inventory. 1734 * are not in the players inventory.
1979 * If the container is not active, return now since only active 1735 * If the container is not active, return now since only active
1980 * containers can be used. 1736 * containers can be used.
1984 * inv must have been an container and must have been active. 1740 * inv must have been an container and must have been active.
1985 * 1741 *
1986 * Change the color so that the message doesn't disappear with 1742 * Change the color so that the message doesn't disappear with
1987 * all the others. 1743 * all the others.
1988 */ 1744 */
1989 if (pl->contr->usekeys == key_inventory || 1745 if (pl->contr->usekeys == key_inventory
1990 !QUERY_FLAG (container, FLAG_APPLIED) || 1746 || !QUERY_FLAG (container, FLAG_APPLIED)
1991 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1747 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1992 { 1748 {
1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1749 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1994 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1750 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1995 return NULL; 1751 return NULL;
1996 } 1752 }
1997 } 1753 }
1754
1998 return tmp; 1755 return tmp;
1756}
1757
1758/* find_key
1759 * We try to find a key for the door as passed. If we find a key
1760 * and successfully use it, we return the key, otherwise NULL
1761 * This function merges both normal and locked door, since the logic
1762 * for both is the same - just the specific key is different.
1763 * pl is the player,
1764 * inv is the objects inventory to searched
1765 * door is the door we are trying to match against.
1766 * This function can be called recursively to search containers.
1767 */
1768object *
1769find_key (object *pl, object *container, object *door)
1770{
1771 if (door->slaying && is_match_expr (door->slaying))
1772 {
1773 // for match expressions, we try to find the key by applying the match
1774 // to the op itself, which is supposed to find the "key", instead
1775 // of searching through containers ourselves.
1776
1777 return match_one (door->slaying, container, door, pl, pl);
1778 }
1779 else
1780 return find_key_ (pl, container, door);
1999} 1781}
2000 1782
2001/* moved door processing out of move_player_attack. 1783/* moved door processing out of move_player_attack.
2002 * returns 1 if player has opened the door with a key 1784 * returns 1 if player has opened the door with a key
2003 * such that the caller should not do anything more, 1785 * such that the caller should not do anything more,
2004 * 0 otherwise 1786 * 0 otherwise
2005 */ 1787 */
2006static int 1788static int
2007player_attack_door (object *op, object *door) 1789player_attack_door (object *op, object *door)
2008{ 1790{
2009 /* If its a door, try to find a use a key. If we do destroy the door, 1791 /* If its a door, try to find a key. If we do destroy the door,
2010 * might as well return immediately as there is nothing more to do - 1792 * might as well return immediately as there is nothing more to do -
2011 * otherwise, we fall through to the rest of the code. 1793 * otherwise, we fall through to the rest of the code.
2012 */ 1794 */
2013 object *key = find_key (op, op, door); 1795 object *key = find_key (op, op, door);
2014 1796
2015 /* IF we found a key, do some extra work */ 1797 /* If we found a key, do some extra work */
2016 if (key) 1798 if (key)
2017 { 1799 {
2018 object *container = key->env; 1800 object *container = key->env;
2019 1801
2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2021 if (action_makes_visible (op)) 1802 if (action_makes_visible (op))
2022 make_visible (op); 1803 make_visible (op);
1804
2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1805 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op); 1806 spring_trap (door->inv, op);
1807
2025 if (door->type == DOOR) 1808 if (door->type == DOOR)
2026 {
2027 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1809 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2028 }
2029 else if (door->type == LOCKED_DOOR) 1810 else if (door->type == LOCKED_DOOR)
2030 { 1811 {
2031 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1812 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2032 remove_door2 (door); /* remove door without violence ;-) */ 1813 remove_door2 (door); /* remove door without violence ;-) */
2033 } 1814 }
1815
2034 /* Do this after we print the message */ 1816 /* Do this after we print the message */
2035 decrease_ob (key); /* Use up one of the keys */ 1817 key->decrease (); /* Use up one of the keys */
2036 /* Need to update the weight the container the key was in */ 1818
2037 if (container != op)
2038 esrv_update_item (UPD_WEIGHT, op, container);
2039 return 1; /* Nothing more to do below */ 1819 return 1; /* Nothing more to do below */
2040 } 1820 }
2041 else if (door->type == LOCKED_DOOR) 1821 else if (door->type == LOCKED_DOOR)
2042 { 1822 {
2043 /* Might as well return now - no other way to open this */ 1823 /* Might as well return now - no other way to open this */
2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1824 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2045 return 1; 1825 return 1;
2046 } 1826 }
1827
2047 return 0; 1828 return 0;
2048} 1829}
2049 1830
2050/* This function is just part of a breakup from move_player. 1831/* This function is just part of a breakup from move_player.
2051 * It should keep the code cleaner. 1832 * It should keep the code cleaner.
2052 * When this is called, the players direction has been updated 1833 * When this is called, the players direction has been updated
2053 * (taking into account confusion.) The player is also actually 1834 * (taking into account confusion.) The player is also actually
2054 * going to try and move (not fire weapons). 1835 * going to try and move (not fire weapons).
2055 */ 1836 */
2056void 1837bool
2057move_player_attack (object *op, int dir) 1838move_player_attack (object *op, int dir)
2058{ 1839{
2059 object *tmp, *mon; 1840 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2060 sint16 nx, ny; 1841 {
2061 int on_battleground; 1842 --op->speed_left;
2062 maptile *m; 1843 return true;
1844 }
2063 1845
2064 nx = freearr_x[dir] + op->x; 1846 sint16 nx = freearr_x[dir] + op->x;
2065 ny = freearr_y[dir] + op->y; 1847 sint16 ny = freearr_y[dir] + op->y;
2066 1848
2067 on_battleground = op_on_battleground (op, 0, 0); 1849 if (out_of_map (op->map, nx, ny))
1850 return false;
2068 1851
2069 /* If braced, or can't move to the square, and it is not out of the 1852 /* If braced, or can't move to the square, and it is not out of the
2070 * map, attack it. Note order of if statement is important - don't 1853 * map, attack it. Note order of if statement is important - don't
2071 * want to be calling move_ob if braced, because move_ob will move the 1854 * want to be calling move_ob if braced, because move_ob will move the
2072 * player. This is a pretty nasty hack, because if we could 1855 * player. This is a pretty nasty hack, because if we could
2073 * move to some space, it then means that if we are braced, we should 1856 * move to some space, it then means that if we are braced, we should
2074 * do nothing at all. As it is, if we are braced, we go through 1857 * do nothing at all. As it is, if we are braced, we go through
2075 * quite a bit of processing. However, it probably is less than what 1858 * quite a bit of processing. However, it probably is less than what
2076 * move_ob uses. 1859 * move_ob uses.
2077 */ 1860 */
2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1861 maptile *m = op->map->xy_find (nx, ny);
1862
1863 /* Go through all the objects, and find ones of interest. Only stop if
1864 * we find a monster - that is something we know we want to attack.
1865 * if its a door or barrel (can roll) see if there may be monsters
1866 * on the space
1867 */
1868 object *mon;
1869 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1870 {
1871 if ((mon->flag [FLAG_ALIVE]
1872 || mon->type == LOCKED_DOOR
1873 || mon->flag [FLAG_CAN_ROLL])
1874 && mon != op)
1875 break;
2079 { 1876 }
2080 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1877
1878 if (!mon) /* This happens anytime the player tries to move */
1879 return false; /* into a wall */
1880
1881 mon = mon->head_ ();
1882
1883 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1884 if (op->contr->weapon_sp_left > 0.f)
1885 if (player_attack_door (op, mon))
1886 {
1887 --op->contr->weapon_sp_left;
1888 return true;
2081 { 1889 }
2082 m = get_map_from_coord (op->map, &nx, &ny); 1890
2083 if (!m) 1891 /* The following deals with possibly attacking peaceful
2084 return; /* Don't think this should happen */ 1892 * or friendly creatures. Basically, all players are considered
1893 * unaggressive. If the moving player has peaceful set, then the
1894 * object should be pushed instead of attacked. It is assumed that
1895 * if you are braced, you will not attack friends accidently,
1896 * and thus will not push them.
1897 */
1898
1899 /* If the creature is a pet, push it even if the player is not
1900 * peaceful. Our assumption is the creature is a pet if the
1901 * player owns it and it is either friendly or unagressive.
1902 */
1903 if (op->type == PLAYER
1904 && ((mon->owner && mon->owner->contr
1905 && same_party (mon->owner->contr->party, op->contr->party))
1906 || mon->owner == op)
1907 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1908 {
1909 /* If we're braced, we don't want to switch places with it */
1910 if (op->contr->braced)
1911 return false;
1912
1913 if (op->speed_left > 0.f)
1914 {
1915 --op->speed_left;
1916
1917 op->play_sound (sound_find ("push_player"));
1918 push_ob (mon, dir, op);
1919
1920 if (action_makes_visible (op))
1921 make_visible (op);
1922
1923 return true;
2085 } 1924 }
2086 else 1925 else
2087 m = op->map;
2088
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return; 1926 return false;
2093 } 1927 }
2094 1928
2095 mon = 0; 1929 bool on_battleground = op_on_battleground (op, 0, 0);
2096 /* Go through all the objects, and find ones of interest. Only stop if
2097 * we find a monster - that is something we know we want to attack.
2098 * if its a door or barrel (can roll) see if there may be monsters
2099 * on the space
2100 */
2101 while (tmp)
2102 {
2103 if (tmp == op)
2104 {
2105 tmp = tmp->above;
2106 continue;
2107 }
2108 1930
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp;
2112 break;
2113 }
2114
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */
2123
2124 if (mon->head)
2125 mon = mon->head;
2126
2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2128 if (player_attack_door (op, mon))
2129 return;
2130
2131 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them.
2137 */
2138
2139 /* If the creature is a pet, push it even if the player is not
2140 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive.
2142 */
2143 if ((op->type == PLAYER)
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2148#else
2149 && mon->owner == op
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 {
2153 /* If we're braced, we don't want to switch places with it */
2154 if (op->contr->braced)
2155 return;
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 (void) push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op);
2160 return;
2161 }
2162
2163 /* in certain circumstances, you shouldn't attack friendly 1931 /* in certain circumstances, you shouldn't attack friendly
2164 * creatures. Note that if you are braced, you can't push 1932 * creatures. Note that if you are braced, you can't push
2165 * someone, but put it inside this loop so that you won't 1933 * someone, but put it inside this loop so that you won't
2166 * attack them either. 1934 * attack them either.
2167 */ 1935 */
2168 if ((mon->type == PLAYER || mon->enemy != op) && 1936 if ((mon->type == PLAYER || mon->enemy != op)
2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1937 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2170#ifdef PROHIBIT_PLAYERKILL
2171 (op->contr->peaceful 1938 && ((op->contr->peaceful
2172 || (mon->type == PLAYER 1939 || (mon->type == PLAYER && mon->contr->peaceful))
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground)) 1940 && !on_battleground))
1941 {
1942 if (op->speed_left > 0.f)
2179 { 1943 {
1944 --op->speed_left;
1945
2180 if (!op->contr->braced) 1946 if (!op->contr->braced)
2181 { 1947 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1948 op->play_sound (sound_find ("push_player"));
2183 (void) push_ob (mon, dir, op); 1949 push_ob (mon, dir, op);
2184 } 1950 }
2185 else 1951 else
2186 new_draw_info (0, 0, op, "You withhold your attack"); 1952 op->statusmsg ("You withhold your attack");
2187 1953
2188 if (op->contr->tmp_invis || op->hide) 1954 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2189 make_visible (op); 1955 make_visible (op);
2190 }
2191 1956
1957 return true;
1958 }
1959 }
2192 /* If the object is a boulder or other rollable object, then 1960 /* If the object is a boulder or other rollable object, then
2193 * roll it if not braced. You can't roll it if you are braced. 1961 * roll it if not braced. You can't roll it if you are braced.
2194 */ 1962 */
2195 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1963 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
1964 {
1965 if (op->speed_left > 0.f)
2196 { 1966 {
1967 --op->speed_left;
1968
2197 recursive_roll (mon, dir, op); 1969 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op)) 1970 if (action_makes_visible (op))
2199 make_visible (op); 1971 make_visible (op);
2200 }
2201 1972
1973 return true;
1974 }
1975 }
2202 /* Any generic living creature. Including things like doors. 1976 /* Any generic living creature. Including things like doors.
2203 * Way it works is like this: First, it must have some hit points 1977 * Way it works is like this: First, it must have some hit points
2204 * and be living. Then, it must be one of the following: 1978 * and be living. Then, it must be one of the following:
2205 * 1) Not a player, 2) A player, but of a different party. Note 1979 * 1) Not a player, 2) A player, but of a different party. Note
2206 * that party_number -1 is no party, so attacks can still happen. 1980 * that party_number -1 is no party, so attacks can still happen.
2207 */ 1981 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 1982 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 1983 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211 { 1984 {
2212 1985 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 { 1986 {
2220 op->speed_left += op->speed / op->contr->weapon_sp; 1987 --op->contr->weapon_sp_left;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2223 }
2224 1988
2225 skill_attack (mon, op, 0, 0, 0); 1989 skill_attack (mon, op, 0, 0, 0);
2226
2227 /* If attacking another player, that player gets automatic
2228 * hitback, and doesn't loose luck either.
2229 * Disable hitback on the battleground or if the target is
2230 * the wiz.
2231 */
2232 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2233 {
2234 short luck = mon->stats.luck;
2235
2236 mon->contr->has_hit = 1;
2237 skill_attack (op, mon, 0, 0, 0);
2238 mon->stats.luck = luck;
2239 }
2240 1990
2241 if (action_makes_visible (op)) 1991 if (action_makes_visible (op))
2242 make_visible (op); 1992 make_visible (op);
2243 }
2244 } /* if player should attack something */
2245}
2246 1993
2247int 1994 return true;
1995 }
1996 }
1997
1998 return false;
1999}
2000
2001bool
2248move_player (object *op, int dir) 2002move_player (object *op, int dir)
2249{ 2003{
2250 int pick;
2251
2252 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2004 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2253 return 0; 2005 return 0;
2254 2006
2255 /* Sanity check: make sure dir is valid */ 2007 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9)) 2008 if (dir < 0 || dir >= 9)
2257 { 2009 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir); 2010 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0; 2011 return 0;
2260 } 2012 }
2261 2013
2262 /* peterm: added following line */ 2014 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2015 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2265 2017
2266 op->facing = dir; 2018 op->facing = dir;
2267 2019
2268 if (op->hide) 2020 if (op->flag [FLAG_HIDDEN])
2269 do_hidden_move (op); 2021 do_hidden_move (op);
2270 2022
2023 bool retval;
2024 int pick = 0;
2025
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2026 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ; 2027 retval = RESULT_INT (0);
2273 else if (op->contr->fire_on) 2028 else if (op->contr->fire_on)
2274 fire (op, dir); 2029 retval = fire (op, dir);
2275 else 2030 else
2276 { 2031 {
2277 move_player_attack (op, dir); 2032 retval = move_player_attack (op, dir);
2278 pick = check_pick (op); 2033 pick = check_pick (op);
2279 } 2034 }
2280 2035
2281 /* Add special check for newcs players and fire on - this way, the 2036 /* Add special check for newcs players and fire on - this way, the
2282 * server can handle repeat firing. 2037 * server can handle repeat firing.
2289 /* Update how the player looks. Use the facing, so direction may 2044 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities 2045 * get reset to zero. This allows for full animation capabilities
2291 * for players. 2046 * for players.
2292 */ 2047 */
2293 animate_object (op, op->facing); 2048 animate_object (op, op->facing);
2294 return 0; 2049
2050 return retval;
2295} 2051}
2296 2052
2297/* This is similar to handle_player, below, but is only used by the 2053/* This is similar to handle_player, below, but is only used by the
2298 * new client/server stuff. 2054 * new client/server stuff.
2299 * This is sort of special, in that the new client/server actually uses 2055 * This is sort of special, in that the new client/server actually uses
2300 * the new speed values for commands. 2056 * the new speed values for commands.
2301 * 2057 *
2302 * Returns true if there are more actions we can do. 2058 * Returns true if there are more actions we can do. Should not do
2059 * many actions in a row, as that would be too unfair to other
2060 * players.
2303 */ 2061 */
2304int 2062bool
2305handle_newcs_player (object *op) 2063handle_newcs_player (object *op)
2306{ 2064{
2307 if (op->contr->hidden)
2308 {
2309 op->invisible = 1000;
2310 /* the socket code flashes the player visible/invisible
2311 * depending on the value of invisible, so we need to
2312 * alternate it here for it to work correctly.
2313 */
2314 if (pticks & 2)
2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2320 if (!op->invisible)
2321 {
2322 make_visible (op);
2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2324 }
2325 }
2326
2327 if (QUERY_FLAG (op, FLAG_SCARED)) 2065 if (QUERY_FLAG (op, FLAG_SCARED))
2328 { 2066 {
2329 flee_player (op); 2067 if (op->speed_left > 0.f)
2330 /* If player is still scared, that is his action for this tick */
2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 { 2068 {
2333 op->speed_left--; 2069 --op->speed_left;
2070 flee_player (op);
2071
2334 return 0; 2072 return true;
2335 } 2073 }
2074 else
2075 return false;
2336 } 2076 }
2337
2338 /* I've been seeing crashes where the golem has been destroyed, but
2339 * the player object still points to the defunct golem. The code that
2340 * destroys the golem looks correct, and it doesn't always happen, so
2341 * put this in a a workaround to clean up the golem pointer.
2342 */
2343 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2344 op->contr->ranges[range_golem] = 0;
2345 2077
2346 /* call this here - we also will call this in do_ericserver, but 2078 /* call this here - we also will call this in do_ericserver, but
2347 * the players time has been increased when doericserver has been 2079 * the players time has been increased when doericserver has been
2348 * called, so we recheck it here. 2080 * called, so we recheck it here.
2349 */ 2081 */
2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2082 if (op->contr->ns->handle_command ())
2351 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2352 ;
2353
2354 if (op->speed_left < 0)
2355 return 0; 2083 return true;
2356 2084
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2085 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction); 2086 return move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372 2087
2373 return 0; 2088 return false;
2374} 2089}
2375 2090
2376int 2091static int
2377save_life (object *op) 2092save_life (object *op)
2378{ 2093{
2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2094 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2380 return 0; 2095 return 0;
2381 2096
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2097 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2098 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 { 2099 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2100 op->play_sound (sound_find ("ob_evaporate"));
2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2388 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count);
2390 2102
2391 tmp->destroy (); 2103 tmp->destroy ();
2392 CLEAR_FLAG (op, FLAG_LIFESAVE); 2104 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393 2105
2394 if (op->stats.hp < 0) 2106 if (op->stats.hp < 0)
2395 op->stats.hp = op->stats.maxhp; 2107 op->stats.hp = op->stats.maxhp;
2396 2108
2397 if (op->stats.food < 0) 2109 if (op->stats.food < 0)
2398 op->stats.food = 999; 2110 op->stats.food = MAX_FOOD;
2399 2111
2400 op->update_stats (); 2112 op->update_stats ();
2401 return 1; 2113 return 1;
2402 } 2114 }
2403 2115
2407 return 0; 2119 return 0;
2408} 2120}
2409 2121
2410/* This goes throws the inventory and removes unpaid objects, and puts them 2122/* This goes throws the inventory and removes unpaid objects, and puts them
2411 * back in the map (location and map determined by values of env). This 2123 * back in the map (location and map determined by values of env). This
2412 * function will descend into containers. op is the object to start the search 2124 * function will descend into containers. op is the object to start the search
2413 * from. 2125 * from.
2414 */ 2126 */
2127static void
2128drop_unpaid_items (object *op, object *env)
2129{
2130 while (op)
2131 {
2132 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2133
2134 if (QUERY_FLAG (op, FLAG_UNPAID))
2135 op->insert_at (env);
2136 else if (op->inv)
2137 drop_unpaid_items (op->inv, env);
2138
2139 op = next;
2140 }
2141}
2142
2415void 2143void
2416remove_unpaid_objects (object *op, object *env) 2144object::drop_unpaid_items ()
2417{ 2145{
2418 object *next; 2146 if (!flag [FLAG_REMOVED])
2419 2147 ::drop_unpaid_items (inv, this);
2420 while (op)
2421 {
2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2423
2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2425 {
2426 if (env->type == PLAYER)
2427 esrv_del_item (env->contr, op->count);
2428
2429 op->insert_at (env);
2430 }
2431 else if (op->inv)
2432 remove_unpaid_objects (op->inv, env);
2433
2434 op = next;
2435 }
2436}
2437
2438/*
2439 * Returns pointer a static string containing gravestone text
2440 * Moved from apply.c to player.c - player.c is what
2441 * actually uses this function. player.c may not be quite the
2442 * best, a misc file for object actions is probably better,
2443 * but there isn't one in the server directory.
2444 */
2445char *
2446gravestone_text (object *op)
2447{
2448 static char buf2[MAX_BUF];
2449 char buf[MAX_BUF];
2450 time_t now = time (NULL);
2451
2452 strcpy (buf2, " R.I.P.\n\n");
2453 if (op->type == PLAYER)
2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2455 else
2456 sprintf (buf, "%s\n", &op->name);
2457
2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2459 strcat (buf2, buf);
2460 if (op->type == PLAYER)
2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2462 else
2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2466 strcat (buf2, buf);
2467 if (op->type == PLAYER)
2468 {
2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2471 strcat (buf2, buf);
2472 }
2473
2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2476 strcat (buf2, buf);
2477
2478 return buf2;
2479} 2148}
2480 2149
2481void 2150void
2482do_some_living (object *op) 2151do_some_living (object *op)
2483{ 2152{
2490 int rate_grace = 2000; 2159 int rate_grace = 2000;
2491 const int max_hp = 1; 2160 const int max_hp = 1;
2492 const int max_sp = 1; 2161 const int max_sp = 1;
2493 const int max_grace = 1; 2162 const int max_grace = 1;
2494 2163
2495 if (op->contr->outputs_sync) 2164 if (op->contr->hidden)
2165 {
2166 op->invisible = 1000;
2167 /* the socket code flashes the player visible/invisible
2168 * depending on the value of invisible, so we need to
2169 * alternate it here for it to work correctly.
2170 */
2171 if (pticks & 2)
2172 op->invisible--;
2496 { 2173 }
2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2174 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2498 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2175 {
2499 flush_output_element (op, &op->contr->outputs[i]); 2176 if (!op->invisible--)
2177 {
2178 make_visible (op);
2179 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2180 }
2500 } 2181 }
2501 2182
2502 if (op->contr->ns->state == ST_PLAYING) 2183 if (op->contr->ns->state == ST_PLAYING)
2503 { 2184 {
2504 /* these next three if clauses make it possible to SLOW DOWN 2185 /* these next three if clauses make it possible to SLOW DOWN
2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2204 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2524 else 2205 else
2525 { 2206 {
2526 gen_grace = op->stats.maxgrace; 2207 gen_grace = op->stats.maxgrace;
2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2208 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2528 }
2529
2530 /* Regenerate Spell Points */
2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2533 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp++;
2537 /* dms do not consume food */
2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2539 {
2540 op->stats.food--;
2541 if (op->contr->digestion < 0)
2542 op->stats.food += op->contr->digestion;
2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544 op->stats.food = last_food;
2545 }
2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 } 2209 }
2571 2210
2572 /* Regenerate Grace */ 2211 /* Regenerate Grace */
2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2212 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2574 if (--op->last_grace < 0) 2213 if (--op->last_grace < 0)
2595 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2234 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2596 } 2235 }
2597 /* wearing stuff doesn't detract from grace generation. */ 2236 /* wearing stuff doesn't detract from grace generation. */
2598 } 2237 }
2599 2238
2239 if (op->stats.food > 0)
2240 {
2600 /* Regenerate Hit Points */ 2241 /* Regenerate Spell Points */
2601 if (--op->last_heal < 0) 2242 if (!op->contr->golem && --op->last_sp < 0)
2602 {
2603 if (op->stats.hp < op->stats.maxhp)
2604 { 2243 {
2605 op->stats.hp++; 2244 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2606 /* dms do not consume food */ 2245
2607 if (!QUERY_FLAG (op, FLAG_WIZ)) 2246 if (op->stats.sp < op->stats.maxsp)
2608 { 2247 {
2248 op->stats.sp++;
2249
2250 /* dms do not consume food */
2251 if (!QUERY_FLAG (op, FLAG_WIZ))
2252 {
2609 op->stats.food--; 2253 op->stats.food--;
2254
2610 if (op->contr->digestion < 0) 2255 if (op->contr->digestion < 0)
2611 op->stats.food += op->contr->digestion; 2256 op->stats.food += op->contr->digestion;
2612 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2257 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2613 op->stats.food = last_food; 2258 op->stats.food = last_food;
2259 }
2614 } 2260 }
2615 }
2616 2261
2617 if (max_hp > 1) 2262 if (max_sp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 { 2263 {
2622 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2264 over_sp = (gen_sp + 10) / rate_sp;
2265 if (over_sp > 0)
2266 {
2267 if (op->stats.sp < op->stats.maxsp)
2268 {
2269 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2270
2271 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2272 op->stats.sp--;
2273
2274 if (op->stats.sp > op->stats.maxsp)
2275 op->stats.sp = op->stats.maxsp;
2276 }
2277
2623 op->last_heal = 0; 2278 op->last_sp = 0;
2279 }
2280 else
2281 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2624 } 2282 }
2625 else 2283 else
2284 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2285 }
2286
2287 /* Regenerate Hit Points */
2288 if (--op->last_heal < 0)
2289 {
2290 if (op->stats.hp < op->stats.maxhp)
2626 { 2291 {
2627 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2292 op->stats.hp++;
2293
2294 /* dms do not consume food */
2295 if (!QUERY_FLAG (op, FLAG_WIZ))
2296 {
2297 op->stats.food--;
2298
2299 if (op->contr->digestion < 0)
2300 op->stats.food += op->contr->digestion;
2301 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2302 op->stats.food = last_food;
2303 }
2628 } 2304 }
2305
2306 if (max_hp > 1)
2307 {
2308 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2309
2310 if (over_hp > 0)
2311 {
2312 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2313 op->last_heal = 0;
2314 }
2315 else
2316 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2629 } 2317 }
2630 else 2318 else
2631 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2319 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2633 } 2320 }
2634 } 2321 }
2635 2322
2636 /* Digestion */ 2323 /* Digestion */
2637 if (--op->last_eat < 0) 2324 if (--op->last_eat < 0)
2638 { 2325 {
2639#ifdef COZY_SERVER 2326 int bonus = max (0, op->contr->digestion),
2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2327 penalty = max (0, -op->contr->digestion);
2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2642#else
2643 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2644#endif
2645 2328
2646 if (op->contr->gen_hp > 0)
2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2329 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2648 else
2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650 2330
2651 /* dms do not consume food */ 2331 /* dms do not consume food */
2652 if (!QUERY_FLAG (op, FLAG_WIZ)) 2332 if (!QUERY_FLAG (op, FLAG_WIZ))
2653 op->stats.food--; 2333 op->stats.food--;
2654 } 2334 }
2655 2335
2656 if (op->stats.food < 0 && op->stats.hp >= 0) 2336 if (op->stats.food < 0 && op->stats.hp >= 0)
2657 { 2337 {
2658 object *tmp, *flesh = 0; 2338 object *flesh = 0;
2659 2339
2660 for (tmp = op->inv; tmp; tmp = tmp->below) 2340 for_inv_removable (op, tmp)
2661 { 2341 {
2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2342 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2343 continue;
2344
2345 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2663 { 2346 {
2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2347 op->statusmsg ("You blindly grab for a bite of food. "
2665 { 2348 "H<To prevent you from starving, you ate some random item from your backpack.>");
2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2349 op->apply (tmp);
2667 manual_apply (op, tmp, 0); 2350
2668 if (op->stats.food >= 0 || op->stats.hp < 0) 2351 if (op->stats.food >= 0 || op->stats.hp < 0)
2669 break; 2352 break;
2670 } 2353 }
2671 else if (tmp->type == FLESH) 2354 else if (tmp->type == FLESH)
2672 flesh = tmp; 2355 flesh = tmp;
2673 } /* End if paid for object */ 2356 }
2674 } /* end of for loop */
2675 2357
2676 /* If player is still starving, it means they don't have any food, so 2358 /* If player is still starving, it means they don't have any food, so
2677 * eat flesh instead. 2359 * eat flesh instead.
2678 */ 2360 */
2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2361 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2680 { 2362 {
2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2363 op->statusmsg ("You blindly grab for a bite of food. "
2364 "H<To prevent you from starving, you ate some random item from your backpack.>");
2682 manual_apply (op, flesh, 0); 2365 op->apply (flesh);
2683 } 2366 }
2367
2368 // If player is still starving, alert him!
2369 if (op->stats.food < 0)
2370 op->failmsg ("You are starving! "
2371 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2372 }
2373
2374 if (op->stats.food < 0)
2684 } 2375 {
2376 op->stats.hp += op->stats.food;
2377 op->stats.food = 0;
2685 2378
2686 while (op->stats.food < 0 && op->stats.hp >= 0) 2379 if (op->stats.hp < 0)
2687 op->stats.food++, op->stats.hp--; 2380 {
2381 op->contr->killer = archetype::get ("killer_starvation");
2382 op->contr->killer->destroy ();
2383 }
2384 }
2688 2385
2386 /* killer should be set here already */
2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2387 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2690 kill_player (op); 2388 kill_player (op);
2691 } 2389 }
2692} 2390}
2693 2391
2697 * file. 2395 * file.
2698 */ 2396 */
2699void 2397void
2700kill_player (object *op) 2398kill_player (object *op)
2701{ 2399{
2702 char buf[MAX_BUF];
2703 int x, y; 2400 int x, y;
2704
2705 //int i;
2706 maptile *map; /* this is for resurrection */ 2401 maptile *map; /* this is for resurrection */
2707
2708 /* int z;
2709 int num_stats_lose;
2710 int lost_a_stat;
2711 int lose_this_stat;
2712 int this_stat; */
2713 int will_kill_again; 2402 int will_kill_again;
2714 archetype *at; 2403 archetype *at;
2715 object *tmp; 2404 object *tmp;
2716 2405
2717 if (save_life (op)) 2406 if (save_life (op))
2718 return; 2407 return;
2719 2408
2409 dynbuf_text deathtab;
2410
2411 /* restore player */
2412 at = archetype::find (shstr_poisoning);
2413 if (object *tmp = present_arch_in_ob (at, op))
2414 {
2415 tmp->destroy ();
2416 deathtab << "Your body feels cleansed...\r";
2417 }
2418
2419 at = archetype::find (shstr_confusion);
2420 if (object *tmp = present_arch_in_ob (at, op))
2421 {
2422 tmp->destroy ();
2423 deathtab << "Your mind feels clearer...\r";
2424 }
2425
2426 cure_disease (op, 0, 0); /* remove any disease */
2427
2428 max_it (op->stats.hp , op->stats.maxhp);
2429 max_it (op->stats.sp , op->stats.maxsp);
2430 max_it (op->stats.grace, op->stats.maxgrace);
2431 max_it (op->stats.food , 200);
2432
2433 // remove all spell effects that are active
2434 // to avoid long-term effects such as word-of-recall
2435 for (object *item = op->inv; item; )
2436 {
2437 object *next = item->below;
2438
2439 if (item->type == SPELL_EFFECT && item->active)
2440 item->destroy ();
2441
2442 item = next;
2443 }
2720 2444
2721 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2445 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2722 * in cities ONLY!!! It is very important that this doesn't get abused. 2446 * in cities ONLY!!! It is very important that this doesn't get abused.
2723 * Look at op_on_battleground() for more info --AndreasV 2447 * Look at op_on_battleground() for more info --AndreasV
2724 */ 2448 */
2725 if (op_on_battleground (op, &x, &y)) 2449 if (op_on_battleground (op, &x, &y))
2726 { 2450 {
2727 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2451 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2729
2730 /* restore player */
2731 at = archetype::find ("poisoning");
2732 if (object *tmp = present_arch_in_ob (at, op))
2733 {
2734 tmp->destroy ();
2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 }
2737
2738 at = archetype::find ("confusion");
2739 if (object *tmp = present_arch_in_ob (at, op))
2740 {
2741 tmp->destroy ();
2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2743 }
2744
2745 cure_disease (op, 0); /* remove any disease */
2746 op->stats.hp = op->stats.maxhp;
2747 if (op->stats.food <= 0)
2748 op->stats.food = 999;
2749 2452
2750 /* create a bodypart-trophy to make the winner happy */ 2453 /* create a bodypart-trophy to make the winner happy */
2751 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2454 object *tmp = archetype::find (shstr_finger)->instance ();
2752 { 2455
2753 sprintf (buf, "%s's finger", &op->name); 2456 tmp->name = format ("%s's finger" , &op->name);
2754 tmp->name = buf; 2457 tmp->name_pl = format ("%s's fingers", &op->name);
2755 sprintf (buf, " This finger has been cut off %s\n" 2458 tmp->msg = format (
2756 " the %s, when he was defeated at\n level %d by %s.\n", 2459 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2460 &op->name, op->contr->title,
2758 tmp->msg = buf; 2461 (int)op->level,
2462 op->contr->killer_name ()
2463 );
2759 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2464 tmp->value = 0, tmp->type = 0;
2760 tmp->materialname = NULL; 2465 tmp->material = name_to_material (shstr_organic);
2761 op->insert_at (tmp, op); 2466 tmp->insert_at (op, tmp);
2762 }
2763 2467
2764 /* teleport defeated player to new destination */ 2468 /* teleport defeated player to new destination */
2765 transfer_ob (op, x, y, 0, NULL); 2469 transfer_ob (op, x, y, 0, NULL);
2766 op->contr->braced = 0; 2470 op->contr->braced = 0;
2471
2472 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2767 return; 2473 return;
2768 } 2474 }
2769 2475
2476 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2477 deathtab << "T<YOU HAVE DIED>\n\n";
2478
2770 INVOKE_PLAYER (DEATH, op->contr); 2479 INVOKE_PLAYER (DEATH, op->contr);
2771 2480
2772 command_kill_pets (op, 0); 2481 command_kill_pets (op, 0);
2773 2482
2774 if (op->stats.food < 0) 2483 op->contr->play_sound (sound_find ("player_dies"));
2775 {
2776 if (op->contr->explore)
2777 {
2778 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2780 op->stats.food = 999;
2781 return;
2782 }
2783 sprintf (buf, "%s starved to death.", &op->name);
2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2787 {
2788 if (op->contr->explore)
2789 {
2790 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2792 op->stats.hp = op->stats.maxhp;
2793 return;
2794 }
2795 sprintf (buf, "%s died.", &op->name);
2796 }
2797
2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2799 2484
2800 /* save the map location for corpse, gravestone */ 2485 /* save the map location for corpse, gravestone */
2801 x = op->x; 2486 x = op->x;
2802 y = op->y; 2487 y = op->y;
2803 map = op->map; 2488 map = op->map;
2831 2516
2832 lost_a_stat = 0; 2517 lost_a_stat = 0;
2833 2518
2834 for (z = 0; z < num_stats_lose; z++) 2519 for (z = 0; z < num_stats_lose; z++)
2835 { 2520 {
2836 i = RANDOM () % NUM_STATS; 2521 i = rndm (NUM_STATS);
2837 2522
2838 if (settings.stat_loss_on_death) 2523 if (settings.stat_loss_on_death)
2839 { 2524 {
2840 /* Pick a random stat and take a point off it. Tell the player 2525 /* Pick a random stat and take a point off it. Tell the player
2841 * what he lost. 2526 * what he lost.
2848 lost_a_stat = 1; 2533 lost_a_stat = 1;
2849 } 2534 }
2850 else 2535 else
2851 { 2536 {
2852 /* deplete a stat */ 2537 /* deplete a stat */
2853 archetype *deparch = archetype::find ("depletion"); 2538 archetype *deparch = archetype::find (shstr_depletion);
2854 object *dep; 2539 object *dep;
2855 2540
2856 dep = present_arch_in_ob (deparch, op); 2541 dep = present_arch_in_ob (deparch, op);
2857 if (!dep) 2542 if (!dep)
2858 { 2543 {
2859 dep = arch_to_object (deparch); 2544 dep = deparch->instance ();
2860 insert_ob_in_ob (dep, op); 2545 insert_ob_in_ob (dep, op);
2861 } 2546 }
2862 lose_this_stat = 1; 2547 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss) 2548 if (settings.balanced_stat_loss)
2864 { 2549 {
2892 } 2577 }
2893 } 2578 }
2894 2579
2895 if (lose_this_stat) 2580 if (lose_this_stat)
2896 { 2581 {
2897 this_stat = get_attr_value (&(dep->stats), i); 2582 this_stat = get_attr_value (&dep->stats, i);
2898 /* We could try to do something clever like find another 2583 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if 2584 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low 2585 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a 2586 * and should be roughly the same, so it shouldn't make a
2902 * difference. 2587 * difference.
2910 lost_a_stat = 1; 2595 lost_a_stat = 1;
2911 } 2596 }
2912 } 2597 }
2913 } 2598 }
2914 } 2599 }
2600
2915 /* If no stat lost, tell the player. */ 2601 /* If no stat lost, tell the player. */
2916 if (!lost_a_stat) 2602 if (!lost_a_stat)
2917 { 2603 {
2918 /* determine_god() seems to not work sometimes... why is this? 2604 /* determine_god() seems to not work sometimes... why is this?
2919 Should I be using something else? GD */ 2605 Should I be using something else? GD */
2920 const char *god = determine_god (op); 2606 shstr_tmp god = determine_god (op);
2921 2607
2922 if (god && (strcmp (god, "none"))) 2608 if (god != shstr_none)
2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2609 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2924 else 2610 else
2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2611 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2926 } 2612 }
2927#else 2613#else
2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2614 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2929#endif 2615#endif
2930 2616
2931 /* Put a gravestone up where the character 'almost' died. List the 2617 /* Put a gravestone up where the character 'almost' died. List the
2932 * exp loss on the stone. 2618 * exp loss on the stone.
2933 */ 2619 */
2934 tmp = arch_to_object (archetype::find ("gravestone")); 2620 tmp = archetype::find (shstr_gravestone)->instance ();
2935 sprintf (buf, "%s's gravestone", &op->name); 2621 tmp->name = format ("%s's gravestone", &op->name);
2936 tmp->name = buf; 2622 tmp->name_pl = format ("%s's gravestones", &op->name);
2937 sprintf (buf, "%s's gravestones", &op->name); 2623 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2938 tmp->name_pl = buf; 2624 &op->name, op->contr->title, op->contr->killer_name ());
2939 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2940 tmp->msg = buf;
2941 tmp->x = op->x, tmp->y = op->y; 2625 tmp->x = op->x, tmp->y = op->y;
2942 insert_ob_in_map (tmp, op->map, NULL, 0); 2626 insert_ob_in_map (tmp, op->map, NULL, 0);
2943 2627
2944 /**************************************/ 2628 /**************************************/
2945 /* */ 2629 /* */
2946 /* Subtract the experience points, */ 2630 /* Subtract the experience points, */
2947 /* if we died cause of food, give us */
2948 /* food, and reset HP's... */
2949 /* */ 2631 /* */
2950 /**************************************/ 2632 /**************************************/
2951 2633
2952 /* remove any poisoning and confusion the character may be suffering. */
2953 /* restore player */
2954 at = archetype::find ("poisoning");
2955 tmp = present_arch_in_ob (at, op);
2956
2957 if (tmp)
2958 {
2959 tmp->destroy ();
2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2961 }
2962
2963 at = archetype::find ("confusion");
2964 tmp = present_arch_in_ob (at, op);
2965 if (tmp)
2966 {
2967 tmp->destroy ();
2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2969 }
2970
2971 cure_disease (op, 0); /* remove any disease */
2972
2973 /*add_exp(op, (op->stats.exp * -0.20)); */ 2634 /*add_exp(op, (op->stats.exp * -0.20)); */
2974 apply_death_exp_penalty (op); 2635 apply_death_exp_penalty (op);
2975 if (op->stats.food < 100)
2976 op->stats.food = 900;
2977 op->stats.hp = op->stats.maxhp;
2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2980 2636
2981 /* 2637 /*
2982 * Check to see if the player is in a shop. IF so, then check to see if
2983 * the player has any unpaid items. If so, remove them and put them back 2638 * Check to see if the player has any unpaid items. If so, remove them
2984 * in the map. 2639 * and put them back in the map.
2985 */ 2640 */
2986 2641 op->drop_unpaid_items ();
2987 if (is_in_shop (op))
2988 remove_unpaid_objects (op->inv, op);
2989 2642
2990 /****************************************/ 2643 /****************************************/
2991 /* */ 2644 /* */
2992 /* Move player to his current respawn- */ 2645 /* Move player to his current respawn- */
2993 /* position (usually last savebed) */ 2646 /* position (usually last savebed) */
2994 /* */ 2647 /* */
2995 /****************************************/ 2648 /****************************************/
2996 2649
2997 enter_player_savebed (op); 2650 enter_player_savebed (op);
2998 2651
2999 /* Save the player before inserting the force to reduce
3000 * chance of abuse.
3001 */
3002 op->contr->braced = 0; 2652 op->contr->braced = 0;
3003 op->contr->save ();
3004 2653
3005 /* it is possible that the player has blown something up 2654 /* it is possible that the player has blown something up
3006 * at his savebed location, and that can have long lasting 2655 * at his savebed location, and that can have long lasting
3007 * spell effects. So first see if there is a spell effect 2656 * spell effects. So first see if there is a spell effect
3008 * on the space that might harm the player. 2657 * on the space that might harm the player.
3017 object *force; 2666 object *force;
3018 int at; 2667 int at;
3019 2668
3020 force = get_archetype (FORCE_NAME); 2669 force = get_archetype (FORCE_NAME);
3021 /* 50 ticks should be enough time for the spell to abate */ 2670 /* 50 ticks should be enough time for the spell to abate */
3022 force->speed = 0.1; 2671 force->speed = 0.1f;
3023 force->speed_left = -5.0; 2672 force->speed_left = -5.f;
3024 SET_FLAG (force, FLAG_APPLIED); 2673 SET_FLAG (force, FLAG_APPLIED);
3025 for (at = 0; at < NROFATTACKS; at++) 2674 for (at = 0; at < NROFATTACKS; at++)
3026 if (will_kill_again & (1 << at)) 2675 if (will_kill_again & (1 << at))
3027 force->resist[at] = 100; 2676 force->resist[at] = 100;
3028 2677
3029 insert_ob_in_ob (force, op); 2678 insert_ob_in_ob (force, op);
3030 op->update_stats (); 2679 op->update_stats ();
3031
3032 } 2680 }
3033 2681
3034 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2682 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3035} 2683}
3036 2684
3037void 2685static void
3038loot_object (object *op) 2686loot_object (object *op)
3039{ /* Grab and destroy some treasure */ 2687{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next; 2688 object *tmp, *tmp2, *next;
3041 2689
3042 if (op->container) 2690 op->close_container (); /* close open sack first */
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044 2691
3045 for (tmp = op->inv; tmp; tmp = next) 2692 for (tmp = op->inv; tmp; tmp = next)
3046 { 2693 {
3047 next = tmp->below; 2694 next = tmp->below;
3048 2695
3049 if (tmp->invisible) 2696 if (tmp->invisible)
3050 continue; 2697 continue;
3051 2698
3052 tmp->remove (); 2699 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y; 2700 tmp->x = op->x, tmp->y = op->y;
2701
3054 if (tmp->type == CONTAINER) 2702 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */ 2703 loot_object (tmp); /* empty container to ground */
3056 loot_object (tmp); 2704
3057 }
3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2705 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3059 { 2706 {
3060 if (tmp->nrof > 1) 2707 if (tmp->nrof > 1)
3061 { 2708 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2709 tmp->decrease (rndm (1, tmp->nrof - 1));
3063 tmp2->destroy ();
3064 insert_ob_in_map (tmp, op->map, NULL, 0); 2710 insert_ob_in_map (tmp, op->map, NULL, 0);
3065 } 2711 }
3066 else 2712 else
3067 tmp->destroy (); 2713 tmp->destroy ();
3068 } 2714 }
3074/* 2720/*
3075 * fix_weight(): Check recursively the weight of all players, and fix 2721 * fix_weight(): Check recursively the weight of all players, and fix
3076 * what needs to be fixed. Refresh windows and fix speed if anything 2722 * what needs to be fixed. Refresh windows and fix speed if anything
3077 * was changed. 2723 * was changed.
3078 */ 2724 */
3079
3080void 2725void
3081fix_weight (void) 2726fix_weight ()
3082{ 2727{
3083 for_all_players (pl) 2728 for_all_players (pl)
3084 { 2729 {
3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2730 sint32 old = pl->ob->carrying;
3086 2731
3087 if (old == sum) 2732 pl->ob->update_weight ();
3088 continue; 2733
2734 if (old != pl->ob->carrying)
2735 {
3089 pl->ob->update_stats (); 2736 pl->ob->update_stats ();
3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2737 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2738 }
3091 } 2739 }
3092} 2740}
3093 2741
3094void 2742void
3095fix_luck (void) 2743fix_luck ()
3096{ 2744{
3097 for_all_players (pl) 2745 for_all_players (pl)
3098 if (!pl->ob->contr->ns->state) 2746 if (!pl->ob->contr->ns->state)
3099 pl->ob->change_luck (0); 2747 pl->ob->change_luck (0);
3100} 2748}
3137} 2785}
3138 2786
3139void 2787void
3140make_visible (object *op) 2788make_visible (object *op)
3141{ 2789{
3142 op->hide = 0; 2790 op->flag [FLAG_HIDDEN] = 0;
3143 op->invisible = 0; 2791 op->invisible = 0;
2792
3144 if (op->type == PLAYER) 2793 if (op->type == PLAYER)
3145 { 2794 {
3146 op->contr->tmp_invis = 0; 2795 op->contr->tmp_invis = 0;
3147 op->contr->invis_race = 0; 2796 op->contr->invis_race = 0;
3148 } 2797 }
2798
3149 update_object (op, UP_OBJ_FACE); 2799 update_object (op, UP_OBJ_CHANGE);
3150} 2800}
3151 2801
3152int 2802int
3153is_true_undead (object *op) 2803is_true_undead (object *op)
3154{ 2804{
3155 object *tmp = NULL;
3156
3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 2805 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3158 return 1; 2806 return 1;
3159 2807
3160 return 0; 2808 return 0;
3161} 2809}
3162 2810
3163/* look at the surrounding terrain to determine 2811/* look at the surrounding terrain to determine
3164 * the hideability of this object. Positive levels 2812 * the hideability of this object. Positive levels
3165 * indicate greater hideability. 2813 * indicate greater hideability.
3166 */ 2814 */
3167
3168int 2815int
3169hideability (object *ob) 2816hideability (object *ob)
3170{ 2817{
3171 int i, level = 0, mflag; 2818 int i, level = 0, mflag;
3172 sint16 x, y; 2819 sint16 x, y;
3173 2820
3174 if (!ob || !ob->map) 2821 if (!ob || !ob->map)
3175 return 0; 2822 return 0;
3176 2823
3177 /* so, on normal lighted maps, its hard to hide */ 2824 /* so, on normal lighted maps, its hard to hide */
3178 level = ob->map->darkness - 2; 2825 level = ob->map->darklevel () - 2;
3179 2826
3180 /* this also picks up whether the object is glowing. 2827 /* this also picks up whether the object is glowing.
3181 * If you carry a light on a non-dark map, its not 2828 * If you carry a light on a non-dark map, its not
3182 * as bad as carrying a light on a pitch dark map */ 2829 * as bad as carrying a light on a pitch dark map */
3183 if (has_carried_lights (ob)) 2830 if (ob->has_carried_lights ())
3184 level = -(10 + (2 * ob->map->darkness)); 2831 level = -(10 + (2 * ob->map->darklevel ()));
3185 2832
3186 /* scan through all nearby squares for terrain to hide in */ 2833 /* scan through all nearby squares for terrain to hide in */
3187 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2834 for (i = 0, x = ob->x, y = ob->y;
2835 i <= SIZEOFFREE1;
2836 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3188 { 2837 {
3189 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2838 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3190 if (mflag & P_OUT_OF_MAP) 2839 if (mflag & P_OUT_OF_MAP)
3191 {
3192 continue; 2840 continue;
3193 } 2841
3194 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2842 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3195 level += 2; 2843 level += 2;
3196 else /* open terrain! */ 2844 else /* open terrain! */
3197 level -= 1; 2845 level -= 1;
3198 } 2846 }
3206/* For Hidden creatures - a chance of becoming 'unhidden' 2854/* For Hidden creatures - a chance of becoming 'unhidden'
3207 * every time they move - as we subtract off 'invisibility' 2855 * every time they move - as we subtract off 'invisibility'
3208 * AND, for players, if they move into a ridiculously unhideable 2856 * AND, for players, if they move into a ridiculously unhideable
3209 * spot (surrounded by clear terrain in broad daylight). -b.t. 2857 * spot (surrounded by clear terrain in broad daylight). -b.t.
3210 */ 2858 */
3211
3212void 2859void
3213do_hidden_move (object *op) 2860do_hidden_move (object *op)
3214{ 2861{
3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2862 int hide = 0;
3216 object *skop;
3217 2863
3218 if (!op || !op->map) 2864 if (!op || !op->map)
3219 return; 2865 return;
3220 2866
3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2867 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2868 int num = random_roll (0, 19, op, PREFER_LOW);
3222 2869
3223 /* its *extremely* hard to run and sneak/hide at the same time! */ 2870 /* its *extremely* hard to run and sneak/hide at the same time! */
3224 if (op->type == PLAYER && op->contr->run_on) 2871 if (op->type == PLAYER && op->contr->run_on)
3225 {
3226 if (!skop || num >= skop->level) 2872 if (!skop || num >= skop->level)
3227 { 2873 {
3228 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2874 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3229 make_visible (op); 2875 make_visible (op);
3230 return; 2876 return;
3231 } 2877 }
3232 else 2878 else
3233 num += 20; 2879 num += 20;
3234 } 2880
3235 num += op->map->difficulty; 2881 num += op->map->difficulty;
3236 hide = hideability (op); /* modify by terrain hidden level */ 2882 hide = hideability (op); /* modify by terrain hidden level */
3237 num -= hide; 2883 num -= hide;
2884
3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2885 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 { 2886 {
3240 make_visible (op); 2887 make_visible (op);
2888
3241 if (op->type == PLAYER) 2889 if (op->type == PLAYER)
3242 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2890 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3243 } 2891 }
3244 else if (op->type == PLAYER && skop) 2892 else if (op->type == PLAYER && skop)
3245 {
3246 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2893 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3247 }
3248} 2894}
3249 2895
3250/* determine if who is standing near a hostile creature. */ 2896/* determine if who is standing near a hostile creature. */
3251 2897
3252int 2898int
3300 * object op. This function works fine for monsters, 2946 * object op. This function works fine for monsters,
3301 * but we dont worry if the object isnt the top one in 2947 * but we dont worry if the object isnt the top one in
3302 * a pile (say a coin under a table would return "viewable" 2948 * a pile (say a coin under a table would return "viewable"
3303 * by this routine). Another question, should we be 2949 * by this routine). Another question, should we be
3304 * concerned with the direction the player is looking 2950 * concerned with the direction the player is looking
3305 * in? Realistically, most of use cant see stuff behind 2951 * in? Realistically, most of us can't see stuff behind
3306 * our backs...on the other hand, does the "facing" direction 2952 * our backs...on the other hand, does the "facing" direction
3307 * imply the way your head, or body is facing? Its possible 2953 * imply the way your head, or body is facing? It's possible
3308 * for them to differ. Sigh, this fctn could get a bit more complex. 2954 * for them to differ. Sigh, this fctn could get a bit more complex.
3309 * -b.t. 2955 * -b.t.
3310 * This function is now map tiling safe. 2956 * This function is now map tiling safe.
3311 */ 2957 */
3312
3313int 2958int
3314player_can_view (object *pl, object *op) 2959player_can_view (object *pl, object *op)
3315{ 2960{
3316 rv_vector rv; 2961 rv_vector rv;
3317 int dx, dy; 2962 int dx, dy;
3319 if (pl->type != PLAYER) 2964 if (pl->type != PLAYER)
3320 { 2965 {
3321 LOG (llevError, "player_can_view() called for non-player object\n"); 2966 LOG (llevError, "player_can_view() called for non-player object\n");
3322 return -1; 2967 return -1;
3323 } 2968 }
2969
3324 if (!pl || !op) 2970 if (!pl || !op)
3325 return 0; 2971 return 0;
3326 2972
3327 if (op->head)
3328 {
3329 op = op->head; 2973 op = op->head_ ();
3330 } 2974
3331 get_rangevector (pl, op, &rv, 0x1); 2975 get_rangevector (pl, op, &rv, 0x1);
3332 2976
3333 /* starting with the 'head' part, lets loop 2977 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any 2978 * through the object and find if it has any
3335 * part that is in the los array but isnt on 2979 * part that is in the los array but isn't on
3336 * a blocked los square. 2980 * a blocked los square.
3337 * we use the archetype to figure out offsets. 2981 * we use the archetype to figure out offsets.
3338 */ 2982 */
3339 while (op) 2983 while (op)
3340 { 2984 {
3341 dx = rv.distance_x + op->arch->clone.x; 2985 dx = rv.distance_x + op->arch->x;
3342 dy = rv.distance_y + op->arch->clone.y; 2986 dy = rv.distance_y + op->arch->y;
3343 2987
3344 /* only the viewable area the player sees is updated by LOS 2988 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3345 * code, so we need to restrict ourselves to that range of values
3346 * for any meaningful values.
3347 */
3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 return 1; 2989 return 1;
2990
3352 op = op->more; 2991 op = op->more;
3353 } 2992 }
3354 return 0;
3355}
3356 2993
3357/* routine for both players and monsters. We call this when
3358 * there is a possibility for our action distrubing our hiding
3359 * place or invisiblity spell. Artefact invisiblity is not
3360 * effected by this. If we arent invisible to begin with, we
3361 * return 0.
3362 */
3363int
3364action_makes_visible (object *op)
3365{
3366
3367 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368 {
3369 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3370 return 0;
3371
3372 if (op->contr && op->contr->tmp_invis == 0)
3373 return 0;
3374
3375 /* If monsters, they should become visible */
3376 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3377 {
3378 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3379 return 1;
3380 }
3381 }
3382 return 0; 2994 return 0;
3383} 2995}
3384 2996
3385/* op_on_battleground - checks if the given object op (usually 2997/* op_on_battleground - checks if the given object op (usually
3386 * a player) is standing on a valid battleground-tile, 2998 * a player) is standing on a valid battleground-tile,
3391 * Default is to do the same as before, so only people wanting to have different points need worry about this 3003 * Default is to do the same as before, so only people wanting to have different points need worry about this
3392 */ 3004 */
3393int 3005int
3394op_on_battleground (object *op, int *x, int *y) 3006op_on_battleground (object *op, int *x, int *y)
3395{ 3007{
3396 object *tmp;
3397
3398 /* A battleground-tile needs the following attributes to be valid: 3008 /* A battleground-tile needs the following attributes to be valid:
3399 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3009 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3400 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3010 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3401 * and the exit-coordinates sp/hp must both be > 0. 3011 * and the exit-coordinates sp/hp must both be > 0.
3402 * => The intention here is to prevent abuse of the battleground- 3012 * => The intention here is to prevent abuse of the battleground-
3403 * feature (like pickable or hidden battleground tiles). */ 3013 * feature (like pickable or hidden battleground tiles). */
3404 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3014 for (object *tmp = op->below; tmp; tmp = tmp->below)
3405 { 3015 {
3406 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3016 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407 { 3017 {
3408 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3018 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3409 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3019 && tmp->type == BATTLEGROUND
3020 && tmp->name == shstr_battleground
3021 && EXIT_X (tmp) && EXIT_Y (tmp))
3410 { 3022 {
3411 /*before we assign the exit, check if this is a teambattle */ 3023 /* before we assign the exit, check if this is a teambattle */
3412 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3024 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3413 {
3414 object *invtmp;
3415
3416 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3025 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3026 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3417 { 3027 {
3418 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3419 {
3420 if (x != NULL && y != NULL) 3028 if (x && y)
3421 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3029 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3030
3422 return 1; 3031 return 1;
3423 }
3424 } 3032 }
3425 } 3033
3426 if (x != NULL && y != NULL) 3034 if (x && y)
3427 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3035 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3036
3428 return 1; 3037 return 1;
3429 } 3038 }
3430 } 3039 }
3431 } 3040 }
3041
3432 /* If we got here, did not find a battleground */ 3042 /* If we got here, did not find a battleground */
3433 return 0; 3043 return 0;
3434} 3044}
3435 3045
3436/* 3046/*
3452 char buf[MAX_BUF]; /* tmp. string buffer */ 3062 char buf[MAX_BUF]; /* tmp. string buffer */
3453 int i = 0, j = 0; 3063 int i = 0, j = 0;
3454 3064
3455 /* get the appropriate treasurelist */ 3065 /* get the appropriate treasurelist */
3456 if (atnr == ATNR_FIRE) 3066 if (atnr == ATNR_FIRE)
3457 trlist = find_treasurelist ("dragon_ability_fire"); 3067 trlist = treasurelist::find (shstr_dragon_ability_fire);
3458 else if (atnr == ATNR_COLD) 3068 else if (atnr == ATNR_COLD)
3459 trlist = find_treasurelist ("dragon_ability_cold"); 3069 trlist = treasurelist::find (shstr_dragon_ability_cold);
3460 else if (atnr == ATNR_ELECTRICITY) 3070 else if (atnr == ATNR_ELECTRICITY)
3461 trlist = find_treasurelist ("dragon_ability_elec"); 3071 trlist = treasurelist::find (shstr_dragon_ability_elec);
3462 else if (atnr == ATNR_POISON) 3072 else if (atnr == ATNR_POISON)
3463 trlist = find_treasurelist ("dragon_ability_poison"); 3073 trlist = treasurelist::find (shstr_dragon_ability_poison);
3464 3074
3465 if (trlist == NULL || who->type != PLAYER) 3075 if (trlist == NULL || who->type != PLAYER)
3466 return; 3076 return;
3467 3077
3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3078 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 3079
3470 if (tr == NULL || tr->item == NULL) 3080 if (!tr || !tr->item)
3471 { 3081 {
3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3082 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3473 return; 3083 return;
3474 } 3084 }
3475 3085
3476 /* everything seems okay - now bring on the gift: */ 3086 /* everything seems okay - now bring on the gift: */
3477 item = &(tr->item->clone); 3087 item = tr->item;
3478 3088
3479 if (item->type == SPELL) 3089 if (item->type == SPELL)
3480 { 3090 {
3481 if (check_spell_known (who, item->name)) 3091 if (check_spell_known (who, item->name))
3482 return; 3092 return;
3541 { 3151 {
3542 /* forces in the treasurelist can alter the player's stats */ 3152 /* forces in the treasurelist can alter the player's stats */
3543 object *skin; 3153 object *skin;
3544 3154
3545 /* first get the dragon skin force */ 3155 /* first get the dragon skin force */
3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3156 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3548 ; 3157 ;
3549 3158
3550 if (!skin) 3159 if (!skin)
3551 return; 3160 return;
3552 3161
3566 else 3175 else
3567 j = 1; 3176 j = 1;
3568 strcat (buf, spellpathnames[i]); 3177 strcat (buf, spellpathnames[i]);
3569 } 3178 }
3570 } 3179 }
3180
3571 strcat (buf, "."); 3181 strcat (buf, ".");
3572 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3182 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3573 } 3183 }
3574 3184
3575 /* evtl. adding flags: */ 3185 /* evtl. adding flags: */
3585 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3195 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3586 } 3196 }
3587 else 3197 else
3588 { 3198 {
3589 /* generate misc. treasure */ 3199 /* generate misc. treasure */
3590 tmp = arch_to_object (tr->item); 3200 tmp = tr->item->instance ();
3591 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3201 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3592 tmp = insert_ob_in_ob (tmp, who); 3202 who->insert (tmp);
3593 if (who->type == PLAYER)
3594 esrv_send_item (who, tmp);
3595 } 3203 }
3596} 3204}
3597 3205
3598/** 3206//-GPL
3599 * Unready an object for a player. This function does nothing if the object was 3207
3600 * not readied. 3208sint8
3601 */ 3209player::darkness_at (maptile *map, int x, int y) const
3210{
3211 if (!ns)
3212 return LOS_BLOCKED;
3213
3214 int dx, dy;
3215 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3216 return LOS_BLOCKED;
3217
3218 x += dx - ns->current_x;
3219 y += dy - ns->current_y;
3220
3221 return blocked_los (x, y);
3222}
3223
3602void 3224void
3603player_unready_range_ob (player *pl, object *ob) 3225player::infobox (const char *title, const char *msg, int color)
3604{ 3226{
3605 rangetype i; 3227 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3606
3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3608 {
3609 if (pl->ranges[i] == ob)
3610 {
3611 pl->ranges[i] = NULL;
3612 if (pl->shoottype == i)
3613 {
3614 pl->shoottype = range_none;
3615 }
3616 }
3617 }
3618} 3228}
3229
3230void
3231player::statusmsg (const char *msg, int color)
3232{
3233 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3234}
3235
3236void
3237player::failmsg (const char *msg, int color)
3238{
3239 play_sound (sound_find ("generic_failure"));
3240 statusmsg (msg, color);
3241}
3242

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